aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.glsl
blob: 785bc0c83d0134c24ef851480e2e72fe6dff6bb8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
// Sharpening
#version 430 core
layout (local_size_x = 64) in;
layout( rgba8, binding = 0, set = 3) uniform image2D imgOutput;
layout( binding = 2 ) uniform invResolution
{
    vec2 invResolution_data;
};
layout( binding = 3 ) uniform outvResolution
{
    vec2 outvResolution_data;
}; 
layout( binding = 1, set = 2) uniform sampler2D source;
layout( binding = 4 ) uniform sharpening
{
    float sharpening_data;
};

#define A_GPU 1
#define A_GLSL 1
//==============================================================================================================================
//
//                                               [A] SHADER PORTABILITY 1.20210629
//
//==============================================================================================================================
// FidelityFX Super Resolution Sample
//
// 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.
//------------------------------------------------------------------------------------------------------------------------------
// MIT LICENSE
// ===========
// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS").
// -----------
// 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.
//------------------------------------------------------------------------------------------------------------------------------
// ABOUT
// =====
// Common central point for high-level shading language and C portability for various shader headers.
//------------------------------------------------------------------------------------------------------------------------------
// DEFINES
// =======
// A_CPU ..... Include the CPU related code.
// A_GPU ..... Include the GPU related code.
// A_GLSL .... Using GLSL.
// A_HLSL .... Using HLSL.
// A_HLSL_6_2  Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
// =======
// A_BYTE .... Support 8-bit integer.
// A_HALF .... Support 16-bit integer and floating point.
// A_LONG .... Support 64-bit integer.
// A_DUBL .... Support 64-bit floating point.
// =======
// A_WAVE .... Support wave-wide operations.
//------------------------------------------------------------------------------------------------------------------------------
// To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'.
//------------------------------------------------------------------------------------------------------------------------------
// SIMPLIFIED TYPE SYSTEM
// ======================
//  - All ints will be unsigned with exception of when signed is required.
//  - Type naming simplified and shortened "A<type><#components>",
//     - H = 16-bit float (half)
//     - F = 32-bit float (float)
//     - D = 64-bit float (double)
//     - P = 1-bit integer (predicate, not using bool because 'B' is used for byte)
//     - B = 8-bit integer (byte)
//     - W = 16-bit integer (word)
//     - U = 32-bit integer (unsigned)
//     - L = 64-bit integer (long)
//  - Using "AS<type><#components>" for signed when required.
//------------------------------------------------------------------------------------------------------------------------------
// TODO
// ====
//  - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops).
//------------------------------------------------------------------------------------------------------------------------------
// CHANGE LOG
// ==========
// 20200914 - Expanded wave ops and prx code.
// 20200713 - Added [ZOL] section, fixed serious bugs in sRGB and Rec.709 color conversion code, etc.
//==============================================================================================================================
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                           COMMON
//==============================================================================================================================
#define A_2PI 6.28318530718
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                                                             CPU
//
//
//==============================================================================================================================
#ifdef A_CPU
 // Supporting user defined overrides.
 #ifndef A_RESTRICT
  #define A_RESTRICT __restrict
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 #ifndef A_STATIC
  #define A_STATIC static
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 // Same types across CPU and GPU.
 // Predicate uses 32-bit integer (C friendly bool).
 typedef uint32_t AP1;
 typedef float AF1;
 typedef double AD1;
 typedef uint8_t AB1;
 typedef uint16_t AW1;
 typedef uint32_t AU1;
 typedef uint64_t AL1;
 typedef int8_t ASB1;
 typedef int16_t ASW1;
 typedef int32_t ASU1;
 typedef int64_t ASL1;
//------------------------------------------------------------------------------------------------------------------------------
 #define AD1_(a) ((AD1)(a))
 #define AF1_(a) ((AF1)(a))
 #define AL1_(a) ((AL1)(a))
 #define AU1_(a) ((AU1)(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define ASL1_(a) ((ASL1)(a))
 #define ASU1_(a) ((ASU1)(a))
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;}
//------------------------------------------------------------------------------------------------------------------------------
 #define A_TRUE 1
 #define A_FALSE 0
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                                       CPU/GPU PORTING
//
//------------------------------------------------------------------------------------------------------------------------------
// Get CPU and GPU to share all setup code, without duplicate code paths.
// This uses a lower-case prefix for special vector constructs.
//  - In C restrict pointers are used.
//  - In the shading language, in/inout/out arguments are used.
// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]).
//==============================================================================================================================
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                     VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
//==============================================================================================================================
 #define retAD2 AD1 *A_RESTRICT
 #define retAD3 AD1 *A_RESTRICT
 #define retAD4 AD1 *A_RESTRICT
 #define retAF2 AF1 *A_RESTRICT
 #define retAF3 AF1 *A_RESTRICT
 #define retAF4 AF1 *A_RESTRICT
 #define retAL2 AL1 *A_RESTRICT
 #define retAL3 AL1 *A_RESTRICT
 #define retAL4 AL1 *A_RESTRICT
 #define retAU2 AU1 *A_RESTRICT
 #define retAU3 AU1 *A_RESTRICT
 #define retAU4 AU1 *A_RESTRICT
//------------------------------------------------------------------------------------------------------------------------------
 #define inAD2 AD1 *A_RESTRICT
 #define inAD3 AD1 *A_RESTRICT
 #define inAD4 AD1 *A_RESTRICT
 #define inAF2 AF1 *A_RESTRICT
 #define inAF3 AF1 *A_RESTRICT
 #define inAF4 AF1 *A_RESTRICT
 #define inAL2 AL1 *A_RESTRICT
 #define inAL3 AL1 *A_RESTRICT
 #define inAL4 AL1 *A_RESTRICT
 #define inAU2 AU1 *A_RESTRICT
 #define inAU3 AU1 *A_RESTRICT
 #define inAU4 AU1 *A_RESTRICT
//------------------------------------------------------------------------------------------------------------------------------
 #define inoutAD2 AD1 *A_RESTRICT
 #define inoutAD3 AD1 *A_RESTRICT
 #define inoutAD4 AD1 *A_RESTRICT
 #define inoutAF2 AF1 *A_RESTRICT
 #define inoutAF3 AF1 *A_RESTRICT
 #define inoutAF4 AF1 *A_RESTRICT
 #define inoutAL2 AL1 *A_RESTRICT
 #define inoutAL3 AL1 *A_RESTRICT
 #define inoutAL4 AL1 *A_RESTRICT
 #define inoutAU2 AU1 *A_RESTRICT
 #define inoutAU3 AU1 *A_RESTRICT
 #define inoutAU4 AU1 *A_RESTRICT
//------------------------------------------------------------------------------------------------------------------------------
 #define outAD2 AD1 *A_RESTRICT
 #define outAD3 AD1 *A_RESTRICT
 #define outAD4 AD1 *A_RESTRICT
 #define outAF2 AF1 *A_RESTRICT
 #define outAF3 AF1 *A_RESTRICT
 #define outAF4 AF1 *A_RESTRICT
 #define outAL2 AL1 *A_RESTRICT
 #define outAL3 AL1 *A_RESTRICT
 #define outAL4 AL1 *A_RESTRICT
 #define outAU2 AU1 *A_RESTRICT
 #define outAU3 AU1 *A_RESTRICT
 #define outAU4 AU1 *A_RESTRICT
//------------------------------------------------------------------------------------------------------------------------------
 #define varAD2(x) AD1 x[2]
 #define varAD3(x) AD1 x[3]
 #define varAD4(x) AD1 x[4]
 #define varAF2(x) AF1 x[2]
 #define varAF3(x) AF1 x[3]
 #define varAF4(x) AF1 x[4]
 #define varAL2(x) AL1 x[2]
 #define varAL3(x) AL1 x[3]
 #define varAL4(x) AL1 x[4]
 #define varAU2(x) AU1 x[2]
 #define varAU3(x) AU1 x[3]
 #define varAU4(x) AU1 x[4]
//------------------------------------------------------------------------------------------------------------------------------
 #define initAD2(x,y) {x,y}
 #define initAD3(x,y,z) {x,y,z}
 #define initAD4(x,y,z,w) {x,y,z,w}
 #define initAF2(x,y) {x,y}
 #define initAF3(x,y,z) {x,y,z}
 #define initAF4(x,y,z,w) {x,y,z,w}
 #define initAL2(x,y) {x,y}
 #define initAL3(x,y,z) {x,y,z}
 #define initAL4(x,y,z,w) {x,y,z,w}
 #define initAU2(x,y) {x,y}
 #define initAU3(x,y,z) {x,y,z}
 #define initAU4(x,y,z,w) {x,y,z,w}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     SCALAR RETURN OPS
//------------------------------------------------------------------------------------------------------------------------------
// TODO
// ====
//  - Replace transcendentals with manual versions. 
//==============================================================================================================================
 #ifdef A_GCC
  A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
  A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);}
  A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));}
  A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));}
 #else
  A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);}
  A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);}
  A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));}
  A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);}
  A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);}
 #else
  A_STATIC AD1 ACosD1(AD1 a){return cos(a);}
  A_STATIC AF1 ACosF1(AF1 a){return cosf(a);}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];}
 A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
 A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
 A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];}
 A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
 A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);}
  A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);}
 #else
  A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);}
  A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);}
  A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);}
 #else
  A_STATIC AD1 AFloorD1(AD1 a){return floor(a);}
  A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);}
 A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);}
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);}
  A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);}
 #else
  A_STATIC AD1 ALog2D1(AD1 a){return log2(a);}
  A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;}
 A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;}
 A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
 A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
//------------------------------------------------------------------------------------------------------------------------------
 // These follow the convention that A integer types don't have signage, until they are operated on. 
 A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
 A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a<b?a:b;}
 A_STATIC AF1 AMinF1(AF1 a,AF1 b){return a<b?a:b;}
 A_STATIC AL1 AMinL1(AL1 a,AL1 b){return a<b?a:b;}
 A_STATIC AU1 AMinU1(AU1 a,AU1 b){return a<b?a:b;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AL1 AMinSL1(AL1 a,AL1 b){return (ASL1_(a)<ASL1_(b))?a:b;}
 A_STATIC AU1 AMinSU1(AU1 a,AU1 b){return (ASU1_(a)<ASU1_(b))?a:b;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 ARcpD1(AD1 a){return 1.0/a;}
 A_STATIC AF1 ARcpF1(AF1 a){return 1.0f/a;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AL1 AShrSL1(AL1 a,AL1 b){return AL1_(ASL1_(a)>>ASL1_(b));}
 A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));}
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);}
  A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);}
 #else
  A_STATIC AD1 ASinD1(AD1 a){return sin(a);}
  A_STATIC AF1 ASinF1(AF1 a){return sinf(a);}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_GCC
  A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);}
  A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);}
 #else
  A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);}
  A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                               SCALAR RETURN OPS - DEPENDENT
//==============================================================================================================================
 A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));}
 A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);}
 A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));}
 A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));}
 A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));}
 A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                         VECTOR OPS
//------------------------------------------------------------------------------------------------------------------------------
// These are added as needed for production or prototyping, so not necessarily a complete set.
// They follow a convention of taking in a destination and also returning the destination value to increase utility.
//==============================================================================================================================
 A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;}
 A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;}
 A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;}
 A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;}
 A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
 A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
 A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
 A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
 A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
 A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
 A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
 A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
 A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
//==============================================================================================================================
 A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;}
 A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
 A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;}
 A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
 A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
//==============================================================================================================================
 A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;}
 A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;}
 A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;}
 A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;}
 A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;}
//==============================================================================================================================
 A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;}
 A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;}
 A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;}
 A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;}
 A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;}
 A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;}
 A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;}
 A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;}
 A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;}
 A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;}
 A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;}
 A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;}
 A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
 A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
 A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
 A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
 A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
//==============================================================================================================================
 A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
 A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
 A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
 A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
 A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
//==============================================================================================================================
 A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;}
 A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
 A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;}
 A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
 A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
//==============================================================================================================================
 A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;}
 A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;}
 A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;}
 A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;}
 A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     HALF FLOAT PACKING
//==============================================================================================================================
 // Convert float to half (in lower 16-bits of output).
 // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
 // Supports denormals.
 // Conversion rules are to make computations possibly "safer" on the GPU,
 //  -INF & -NaN -> -65504
 //  +INF & +NaN -> +65504
 A_STATIC AU1 AU1_AH1_AF1(AF1 f){
  static AW1 base[512]={
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100,
   0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00,
   0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
   0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100,
   0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00,
   0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
   0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff};
  static AB1 shift[512]={
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
   0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
   0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
   0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
   0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
   0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18};
  union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);}
//------------------------------------------------------------------------------------------------------------------------------
 // Used to output packed constant.
 A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                                                            GLSL
//
//
//==============================================================================================================================
#if defined(A_GLSL) && defined(A_GPU)
 #ifndef A_SKIP_EXT
  #ifdef A_HALF
   #extension GL_EXT_shader_16bit_storage:require
   #extension GL_EXT_shader_explicit_arithmetic_types:require 
  #endif
//------------------------------------------------------------------------------------------------------------------------------
  #ifdef A_LONG
   #extension GL_ARB_gpu_shader_int64:require
   #extension GL_NV_shader_atomic_int64:require
  #endif
//------------------------------------------------------------------------------------------------------------------------------
  #ifdef A_WAVE
   #extension GL_KHR_shader_subgroup_arithmetic:require
   #extension GL_KHR_shader_subgroup_ballot:require
   #extension GL_KHR_shader_subgroup_quad:require
   #extension GL_KHR_shader_subgroup_shuffle:require
  #endif
 #endif
//==============================================================================================================================
 #define AP1 bool
 #define AP2 bvec2
 #define AP3 bvec3
 #define AP4 bvec4
//------------------------------------------------------------------------------------------------------------------------------
 #define AF1 float
 #define AF2 vec2
 #define AF3 vec3
 #define AF4 vec4
//------------------------------------------------------------------------------------------------------------------------------
 #define AU1 uint
 #define AU2 uvec2
 #define AU3 uvec3
 #define AU4 uvec4
//------------------------------------------------------------------------------------------------------------------------------
 #define ASU1 int
 #define ASU2 ivec2
 #define ASU3 ivec3
 #define ASU4 ivec4
//==============================================================================================================================
 #define AF1_AU1(x) uintBitsToFloat(AU1(x))
 #define AF2_AU2(x) uintBitsToFloat(AU2(x))
 #define AF3_AU3(x) uintBitsToFloat(AU3(x))
 #define AF4_AU4(x) uintBitsToFloat(AU4(x))
//------------------------------------------------------------------------------------------------------------------------------
 #define AU1_AF1(x) floatBitsToUint(AF1(x))
 #define AU2_AF2(x) floatBitsToUint(AF2(x))
 #define AU3_AF3(x) floatBitsToUint(AF3(x))
 #define AU4_AF4(x) floatBitsToUint(AF4(x))
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AU1_AH1_AF1_x(AF1 a){return packHalf2x16(AF2(a,0.0));}
 #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define AU1_AH2_AF2 packHalf2x16
 #define AU1_AW2Unorm_AF2 packUnorm2x16
 #define AU1_AB4Unorm_AF4 packUnorm4x8
//------------------------------------------------------------------------------------------------------------------------------
 #define AF2_AH2_AU1 unpackHalf2x16
 #define AF2_AW2Unorm_AU1 unpackUnorm2x16
 #define AF4_AB4Unorm_AU1 unpackUnorm4x8
//==============================================================================================================================
 AF1 AF1_x(AF1 a){return AF1(a);}
 AF2 AF2_x(AF1 a){return AF2(a,a);}
 AF3 AF3_x(AF1 a){return AF3(a,a,a);}
 AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
 #define AF1_(a) AF1_x(AF1(a))
 #define AF2_(a) AF2_x(AF1(a))
 #define AF3_(a) AF3_x(AF1(a))
 #define AF4_(a) AF4_x(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AU1_x(AU1 a){return AU1(a);}
 AU2 AU2_x(AU1 a){return AU2(a,a);}
 AU3 AU3_x(AU1 a){return AU3(a,a,a);}
 AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
 #define AU1_(a) AU1_x(AU1(a))
 #define AU2_(a) AU2_x(AU1(a))
 #define AU3_(a) AU3_x(AU1(a))
 #define AU4_(a) AU4_x(AU1(a))
//==============================================================================================================================
 AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
 AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
 AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
 AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
 AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
 // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
 AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
//------------------------------------------------------------------------------------------------------------------------------
 // V_MED3_F32.
 AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
 AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
 AF3 AClampF3(AF3 x,AF3 n,AF3 m){return clamp(x,n,m);}
 AF4 AClampF4(AF4 x,AF4 n,AF4 m){return clamp(x,n,m);}
//------------------------------------------------------------------------------------------------------------------------------
 // V_FRACT_F32 (note DX frac() is different).
 AF1 AFractF1(AF1 x){return fract(x);}
 AF2 AFractF2(AF2 x){return fract(x);}
 AF3 AFractF3(AF3 x){return fract(x);}
 AF4 AFractF4(AF4 x){return fract(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return mix(x,y,a);}
 AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return mix(x,y,a);}
 AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return mix(x,y,a);}
 AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return mix(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
 // V_MAX3_F32.
 AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
 AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
 AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
 AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
 AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
 AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
 AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
 AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
 AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
 AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
 AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
 AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
 AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
 // Clamp has an easier pattern match for med3 when some ordering is known.
 // V_MED3_F32.
 AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
 AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
 AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
 AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
//------------------------------------------------------------------------------------------------------------------------------
 // V_MIN3_F32.
 AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
 AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
 AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
 AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
 AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
 AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
 AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
 AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
 AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
 AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
 AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
 AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
 AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
 // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
 // V_COS_F32.
 AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
 AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
 AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
 AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
//------------------------------------------------------------------------------------------------------------------------------
 // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
 // V_SIN_F32.
 AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
 AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
 AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
 AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ARcpF1(AF1 x){return AF1_(1.0)/x;}
 AF2 ARcpF2(AF2 x){return AF2_(1.0)/x;}
 AF3 ARcpF3(AF3 x){return AF3_(1.0)/x;}
 AF4 ARcpF4(AF4 x){return AF4_(1.0)/x;}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ARsqF1(AF1 x){return AF1_(1.0)/sqrt(x);}
 AF2 ARsqF2(AF2 x){return AF2_(1.0)/sqrt(x);}
 AF3 ARsqF3(AF3 x){return AF3_(1.0)/sqrt(x);}
 AF4 ARsqF4(AF4 x){return AF4_(1.0)/sqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ASatF1(AF1 x){return clamp(x,AF1_(0.0),AF1_(1.0));}
 AF2 ASatF2(AF2 x){return clamp(x,AF2_(0.0),AF2_(1.0));}
 AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}
 AF4 ASatF4(AF4 x){return clamp(x,AF4_(0.0),AF4_(1.0));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
 AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
 AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
 AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                          GLSL BYTE
//==============================================================================================================================
 #ifdef A_BYTE
  #define AB1 uint8_t
  #define AB2 u8vec2
  #define AB3 u8vec3
  #define AB4 u8vec4
//------------------------------------------------------------------------------------------------------------------------------
  #define ASB1 int8_t
  #define ASB2 i8vec2
  #define ASB3 i8vec3
  #define ASB4 i8vec4
//------------------------------------------------------------------------------------------------------------------------------
  AB1 AB1_x(AB1 a){return AB1(a);}
  AB2 AB2_x(AB1 a){return AB2(a,a);}
  AB3 AB3_x(AB1 a){return AB3(a,a,a);}
  AB4 AB4_x(AB1 a){return AB4(a,a,a,a);}
  #define AB1_(a) AB1_x(AB1(a))
  #define AB2_(a) AB2_x(AB1(a))
  #define AB3_(a) AB3_x(AB1(a))
  #define AB4_(a) AB4_x(AB1(a))
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                          GLSL HALF
//==============================================================================================================================
 #ifdef A_HALF
  #define AH1 float16_t
  #define AH2 f16vec2
  #define AH3 f16vec3
  #define AH4 f16vec4
//------------------------------------------------------------------------------------------------------------------------------
  #define AW1 uint16_t
  #define AW2 u16vec2
  #define AW3 u16vec3
  #define AW4 u16vec4
//------------------------------------------------------------------------------------------------------------------------------
  #define ASW1 int16_t
  #define ASW2 i16vec2
  #define ASW3 i16vec3
  #define ASW4 i16vec4
//==============================================================================================================================
  #define AH2_AU1(x) unpackFloat2x16(AU1(x))
  AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));}
  #define AH4_AU2(x) AH4_AU2_x(AU2(x))
  #define AW2_AU1(x) unpackUint2x16(AU1(x))
  #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x)))
//------------------------------------------------------------------------------------------------------------------------------
  #define AU1_AH2(x) packFloat2x16(AH2(x))
  AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));}
  #define AU2_AH4(x) AU2_AH4_x(AH4(x))
  #define AU1_AW2(x) packUint2x16(AW2(x))
  #define AU2_AW4(x) unpack32(packUint4x16(AW4(x)))
//==============================================================================================================================
  #define AW1_AH1(x) halfBitsToUint16(AH1(x))
  #define AW2_AH2(x) halfBitsToUint16(AH2(x))
  #define AW3_AH3(x) halfBitsToUint16(AH3(x))
  #define AW4_AH4(x) halfBitsToUint16(AH4(x))
//------------------------------------------------------------------------------------------------------------------------------
  #define AH1_AW1(x) uint16BitsToHalf(AW1(x))
  #define AH2_AW2(x) uint16BitsToHalf(AW2(x))
  #define AH3_AW3(x) uint16BitsToHalf(AW3(x))
  #define AH4_AW4(x) uint16BitsToHalf(AW4(x))
//==============================================================================================================================
  AH1 AH1_x(AH1 a){return AH1(a);}
  AH2 AH2_x(AH1 a){return AH2(a,a);}
  AH3 AH3_x(AH1 a){return AH3(a,a,a);}
  AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
  #define AH1_(a) AH1_x(AH1(a))
  #define AH2_(a) AH2_x(AH1(a))
  #define AH3_(a) AH3_x(AH1(a))
  #define AH4_(a) AH4_x(AH1(a))
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AW1_x(AW1 a){return AW1(a);}
  AW2 AW2_x(AW1 a){return AW2(a,a);}
  AW3 AW3_x(AW1 a){return AW3(a,a,a);}
  AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
  #define AW1_(a) AW1_x(AW1(a))
  #define AW2_(a) AW2_x(AW1(a))
  #define AW3_(a) AW3_x(AW1(a))
  #define AW4_(a) AW4_x(AW1(a))
//==============================================================================================================================
  AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
  AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
  AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
  AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AClampH1(AH1 x,AH1 n,AH1 m){return clamp(x,n,m);}
  AH2 AClampH2(AH2 x,AH2 n,AH2 m){return clamp(x,n,m);}
  AH3 AClampH3(AH3 x,AH3 n,AH3 m){return clamp(x,n,m);}
  AH4 AClampH4(AH4 x,AH4 n,AH4 m){return clamp(x,n,m);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AFractH1(AH1 x){return fract(x);}
  AH2 AFractH2(AH2 x){return fract(x);}
  AH3 AFractH3(AH3 x){return fract(x);}
  AH4 AFractH4(AH4 x){return fract(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);}
  AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);}
  AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);}
  AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
  // No packed version of max3.
  AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
  AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
  AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
  AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
  AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
  AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
  AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
  // No packed version of min3.
  AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
  AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
  AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
  AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
  AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
  AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
  AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;}
  AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;}
  AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;}
  AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);}
  AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);}
  AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);}
  AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));}
  AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));}
  AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));}
  AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
  AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
  AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
  AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                         GLSL DOUBLE
//==============================================================================================================================
 #ifdef A_DUBL
  #define AD1 double
  #define AD2 dvec2
  #define AD3 dvec3
  #define AD4 dvec4
//------------------------------------------------------------------------------------------------------------------------------
  AD1 AD1_x(AD1 a){return AD1(a);}
  AD2 AD2_x(AD1 a){return AD2(a,a);}
  AD3 AD3_x(AD1 a){return AD3(a,a,a);}
  AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
  #define AD1_(a) AD1_x(AD1(a))
  #define AD2_(a) AD2_x(AD1(a))
  #define AD3_(a) AD3_x(AD1(a))
  #define AD4_(a) AD4_x(AD1(a))
//==============================================================================================================================
  AD1 AFractD1(AD1 x){return fract(x);}
  AD2 AFractD2(AD2 x){return fract(x);}
  AD3 AFractD3(AD3 x){return fract(x);}
  AD4 AFractD4(AD4 x){return fract(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);}
  AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);}
  AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);}
  AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;}
  AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;}
  AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;}
  AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);}
  AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);}
  AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);}
  AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));}
  AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));}
  AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}
  AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                         GLSL LONG
//==============================================================================================================================
 #ifdef A_LONG
  #define AL1 uint64_t
  #define AL2 u64vec2
  #define AL3 u64vec3
  #define AL4 u64vec4
//------------------------------------------------------------------------------------------------------------------------------
  #define ASL1 int64_t
  #define ASL2 i64vec2
  #define ASL3 i64vec3
  #define ASL4 i64vec4
//------------------------------------------------------------------------------------------------------------------------------
  #define AL1_AU2(x) packUint2x32(AU2(x))
  #define AU2_AL1(x) unpackUint2x32(AL1(x))
//------------------------------------------------------------------------------------------------------------------------------
  AL1 AL1_x(AL1 a){return AL1(a);}
  AL2 AL2_x(AL1 a){return AL2(a,a);}
  AL3 AL3_x(AL1 a){return AL3(a,a,a);}
  AL4 AL4_x(AL1 a){return AL4(a,a,a,a);}
  #define AL1_(a) AL1_x(AL1(a))
  #define AL2_(a) AL2_x(AL1(a))
  #define AL3_(a) AL3_x(AL1(a))
  #define AL4_(a) AL4_x(AL1(a))
//==============================================================================================================================
  AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));}
  AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));}
  AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));}
  AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));}
//------------------------------------------------------------------------------------------------------------------------------
  AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));}
  AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));}
  AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));}
  AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));}
  AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));}
  AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));}
  AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                      WAVE OPERATIONS
//==============================================================================================================================
 #ifdef A_WAVE
  // Where 'x' must be a compile time literal.
  AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);}
  AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);}
  AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);}
  AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);}
  AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);}
  AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}
  AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);}
  AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);}
//------------------------------------------------------------------------------------------------------------------------------
  #ifdef A_HALF
   AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(subgroupShuffleXor(AU1_AH2(v),x));}
   AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(subgroupShuffleXor(AU2_AH4(v),x));}
   AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(subgroupShuffleXor(AU1_AW2(v),x));}
   AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU2(subgroupShuffleXor(AU2_AW4(v),x));}
  #endif
 #endif
//==============================================================================================================================
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                                                            HLSL
//
//
//==============================================================================================================================
#if defined(A_HLSL) && defined(A_GPU)
 #ifdef A_HLSL_6_2
  #define AP1 bool
  #define AP2 bool2
  #define AP3 bool3
  #define AP4 bool4
//------------------------------------------------------------------------------------------------------------------------------
  #define AF1 float32_t
  #define AF2 float32_t2
  #define AF3 float32_t3
  #define AF4 float32_t4
//------------------------------------------------------------------------------------------------------------------------------
  #define AU1 uint32_t
  #define AU2 uint32_t2
  #define AU3 uint32_t3
  #define AU4 uint32_t4
//------------------------------------------------------------------------------------------------------------------------------
  #define ASU1 int32_t
  #define ASU2 int32_t2
  #define ASU3 int32_t3
  #define ASU4 int32_t4
 #else
  #define AP1 bool
  #define AP2 bool2
  #define AP3 bool3
  #define AP4 bool4
//------------------------------------------------------------------------------------------------------------------------------
  #define AF1 float
  #define AF2 float2
  #define AF3 float3
  #define AF4 float4
//------------------------------------------------------------------------------------------------------------------------------
  #define AU1 uint
  #define AU2 uint2
  #define AU3 uint3
  #define AU4 uint4
//------------------------------------------------------------------------------------------------------------------------------
  #define ASU1 int
  #define ASU2 int2
  #define ASU3 int3
  #define ASU4 int4
 #endif
//==============================================================================================================================
 #define AF1_AU1(x) asfloat(AU1(x))
 #define AF2_AU2(x) asfloat(AU2(x))
 #define AF3_AU3(x) asfloat(AU3(x))
 #define AF4_AU4(x) asfloat(AU4(x))
//------------------------------------------------------------------------------------------------------------------------------
 #define AU1_AF1(x) asuint(AF1(x))
 #define AU2_AF2(x) asuint(AF2(x))
 #define AU3_AF3(x) asuint(AF3(x))
 #define AU4_AF4(x) asuint(AF4(x))
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);}
 #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
 #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a)) 
 #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
//------------------------------------------------------------------------------------------------------------------------------
 AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
 #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x))
//==============================================================================================================================
 AF1 AF1_x(AF1 a){return AF1(a);}
 AF2 AF2_x(AF1 a){return AF2(a,a);}
 AF3 AF3_x(AF1 a){return AF3(a,a,a);}
 AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
 #define AF1_(a) AF1_x(AF1(a))
 #define AF2_(a) AF2_x(AF1(a))
 #define AF3_(a) AF3_x(AF1(a))
 #define AF4_(a) AF4_x(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AU1_x(AU1 a){return AU1(a);}
 AU2 AU2_x(AU1 a){return AU2(a,a);}
 AU3 AU3_x(AU1 a){return AU3(a,a,a);}
 AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
 #define AU1_(a) AU1_x(AU1(a))
 #define AU2_(a) AU2_x(AU1(a))
 #define AU3_(a) AU3_x(AU1(a))
 #define AU4_(a) AU4_x(AU1(a))
//==============================================================================================================================
 AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
 AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
 AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
 AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1;return (src>>off)&mask;}
 AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
 AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1;return (ins&mask)|(src&(~mask));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AClampF1(AF1 x,AF1 n,AF1 m){return max(n,min(x,m));}
 AF2 AClampF2(AF2 x,AF2 n,AF2 m){return max(n,min(x,m));}
 AF3 AClampF3(AF3 x,AF3 n,AF3 m){return max(n,min(x,m));}
 AF4 AClampF4(AF4 x,AF4 n,AF4 m){return max(n,min(x,m));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AFractF1(AF1 x){return x-floor(x);}
 AF2 AFractF2(AF2 x){return x-floor(x);}
 AF3 AFractF3(AF3 x){return x-floor(x);}
 AF4 AFractF4(AF4 x){return x-floor(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return lerp(x,y,a);}
 AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return lerp(x,y,a);}
 AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return lerp(x,y,a);}
 AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return lerp(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
 AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
 AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
 AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
 AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
 AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
 AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
 AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
 AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
 AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
 AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
 AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
 AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
 AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
 AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
 AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
 AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
 AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
 AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
 AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
 AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
 AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
 AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
 AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
 AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
 AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
 AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
 AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
 AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
 AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
 AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
 AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
 AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
 AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ARcpF1(AF1 x){return rcp(x);}
 AF2 ARcpF2(AF2 x){return rcp(x);}
 AF3 ARcpF3(AF3 x){return rcp(x);}
 AF4 ARcpF4(AF4 x){return rcp(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ARsqF1(AF1 x){return rsqrt(x);}
 AF2 ARsqF2(AF2 x){return rsqrt(x);}
 AF3 ARsqF3(AF3 x){return rsqrt(x);}
 AF4 ARsqF4(AF4 x){return rsqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 ASatF1(AF1 x){return saturate(x);}
 AF2 ASatF2(AF2 x){return saturate(x);}
 AF3 ASatF3(AF3 x){return saturate(x);}
 AF4 ASatF4(AF4 x){return saturate(x);}
//------------------------------------------------------------------------------------------------------------------------------
 AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
 AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
 AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
 AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                          HLSL BYTE
//==============================================================================================================================
 #ifdef A_BYTE
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                          HLSL HALF
//==============================================================================================================================
 #ifdef A_HALF
  #ifdef A_HLSL_6_2
   #define AH1 float16_t
   #define AH2 float16_t2
   #define AH3 float16_t3
   #define AH4 float16_t4
//------------------------------------------------------------------------------------------------------------------------------
   #define AW1 uint16_t
   #define AW2 uint16_t2
   #define AW3 uint16_t3
   #define AW4 uint16_t4
//------------------------------------------------------------------------------------------------------------------------------
   #define ASW1 int16_t
   #define ASW2 int16_t2
   #define ASW3 int16_t3
   #define ASW4 int16_t4
  #else
   #define AH1 min16float
   #define AH2 min16float2
   #define AH3 min16float3
   #define AH4 min16float4
//------------------------------------------------------------------------------------------------------------------------------
   #define AW1 min16uint
   #define AW2 min16uint2
   #define AW3 min16uint3
   #define AW4 min16uint4
//------------------------------------------------------------------------------------------------------------------------------
   #define ASW1 min16int
   #define ASW2 min16int2
   #define ASW3 min16int3
   #define ASW4 min16int4
  #endif
//==============================================================================================================================
  // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
  // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
  AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);}
  AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));}
  AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);}
  AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));}
  #define AH2_AU1(x) AH2_AU1_x(AU1(x))
  #define AH4_AU2(x) AH4_AU2_x(AU2(x))
  #define AW2_AU1(x) AW2_AU1_x(AU1(x))
  #define AW4_AU2(x) AW4_AU2_x(AU2(x))
//------------------------------------------------------------------------------------------------------------------------------
  AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);}
  AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));}
  AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);}
  AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));}
  #define AU1_AH2(x) AU1_AH2_x(AH2(x))
  #define AU2_AH4(x) AU2_AH4_x(AH4(x))
  #define AU1_AW2(x) AU1_AW2_x(AW2(x))
  #define AU2_AW4(x) AU2_AW4_x(AW4(x))
//==============================================================================================================================
  #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
   #define AW1_AH1(x) asuint16(x)
   #define AW2_AH2(x) asuint16(x)
   #define AW3_AH3(x) asuint16(x)
   #define AW4_AH4(x) asuint16(x)
  #else
   #define AW1_AH1(a) AW1(f32tof16(AF1(a)))
   #define AW2_AH2(a) AW2(AW1_AH1((a).x),AW1_AH1((a).y))
   #define AW3_AH3(a) AW3(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z))
   #define AW4_AH4(a) AW4(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z),AW1_AH1((a).w))
  #endif
//------------------------------------------------------------------------------------------------------------------------------
  #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
   #define AH1_AW1(x) asfloat16(x)
   #define AH2_AW2(x) asfloat16(x)
   #define AH3_AW3(x) asfloat16(x)
   #define AH4_AW4(x) asfloat16(x)
  #else
   #define AH1_AW1(a) AH1(f16tof32(AU1(a)))
   #define AH2_AW2(a) AH2(AH1_AW1((a).x),AH1_AW1((a).y))
   #define AH3_AW3(a) AH3(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z))
   #define AH4_AW4(a) AH4(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z),AH1_AW1((a).w))
  #endif
//==============================================================================================================================
  AH1 AH1_x(AH1 a){return AH1(a);}
  AH2 AH2_x(AH1 a){return AH2(a,a);}
  AH3 AH3_x(AH1 a){return AH3(a,a,a);}
  AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
  #define AH1_(a) AH1_x(AH1(a))
  #define AH2_(a) AH2_x(AH1(a))
  #define AH3_(a) AH3_x(AH1(a))
  #define AH4_(a) AH4_x(AH1(a))
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AW1_x(AW1 a){return AW1(a);}
  AW2 AW2_x(AW1 a){return AW2(a,a);}
  AW3 AW3_x(AW1 a){return AW3(a,a,a);}
  AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
  #define AW1_(a) AW1_x(AW1(a))
  #define AW2_(a) AW2_x(AW1(a))
  #define AW3_(a) AW3_x(AW1(a))
  #define AW4_(a) AW4_x(AW1(a))
//==============================================================================================================================
  AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
  AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
  AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
  AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AClampH1(AH1 x,AH1 n,AH1 m){return max(n,min(x,m));}
  AH2 AClampH2(AH2 x,AH2 n,AH2 m){return max(n,min(x,m));}
  AH3 AClampH3(AH3 x,AH3 n,AH3 m){return max(n,min(x,m));}
  AH4 AClampH4(AH4 x,AH4 n,AH4 m){return max(n,min(x,m));}
//------------------------------------------------------------------------------------------------------------------------------
 // V_FRACT_F16 (note DX frac() is different).
  AH1 AFractH1(AH1 x){return x-floor(x);}
  AH2 AFractH2(AH2 x){return x-floor(x);}
  AH3 AFractH3(AH3 x){return x-floor(x);}
  AH4 AFractH4(AH4 x){return x-floor(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);}
  AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);}
  AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);}
  AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
  AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
  AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
  AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
  AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
  AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
  AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
  AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
  AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
  AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
  AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
  AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
  AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ARcpH1(AH1 x){return rcp(x);}
  AH2 ARcpH2(AH2 x){return rcp(x);}
  AH3 ARcpH3(AH3 x){return rcp(x);}
  AH4 ARcpH4(AH4 x){return rcp(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ARsqH1(AH1 x){return rsqrt(x);}
  AH2 ARsqH2(AH2 x){return rsqrt(x);}
  AH3 ARsqH3(AH3 x){return rsqrt(x);}
  AH4 ARsqH4(AH4 x){return rsqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ASatH1(AH1 x){return saturate(x);}
  AH2 ASatH2(AH2 x){return saturate(x);}
  AH3 ASatH3(AH3 x){return saturate(x);}
  AH4 ASatH4(AH4 x){return saturate(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
  AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
  AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
  AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                         HLSL DOUBLE
//==============================================================================================================================
 #ifdef A_DUBL
  #ifdef A_HLSL_6_2
   #define AD1 float64_t
   #define AD2 float64_t2
   #define AD3 float64_t3
   #define AD4 float64_t4
  #else
   #define AD1 double
   #define AD2 double2
   #define AD3 double3
   #define AD4 double4
  #endif
//------------------------------------------------------------------------------------------------------------------------------
  AD1 AD1_x(AD1 a){return AD1(a);}
  AD2 AD2_x(AD1 a){return AD2(a,a);}
  AD3 AD3_x(AD1 a){return AD3(a,a,a);}
  AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
  #define AD1_(a) AD1_x(AD1(a))
  #define AD2_(a) AD2_x(AD1(a))
  #define AD3_(a) AD3_x(AD1(a))
  #define AD4_(a) AD4_x(AD1(a))
//==============================================================================================================================
  AD1 AFractD1(AD1 a){return a-floor(a);}
  AD2 AFractD2(AD2 a){return a-floor(a);}
  AD3 AFractD3(AD3 a){return a-floor(a);}
  AD4 AFractD4(AD4 a){return a-floor(a);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);}
  AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);}
  AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);}
  AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ARcpD1(AD1 x){return rcp(x);}
  AD2 ARcpD2(AD2 x){return rcp(x);}
  AD3 ARcpD3(AD3 x){return rcp(x);}
  AD4 ARcpD4(AD4 x){return rcp(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ARsqD1(AD1 x){return rsqrt(x);}
  AD2 ARsqD2(AD2 x){return rsqrt(x);}
  AD3 ARsqD3(AD3 x){return rsqrt(x);}
  AD4 ARsqD4(AD4 x){return rsqrt(x);}
//------------------------------------------------------------------------------------------------------------------------------
  AD1 ASatD1(AD1 x){return saturate(x);}
  AD2 ASatD2(AD2 x){return saturate(x);}
  AD3 ASatD3(AD3 x){return saturate(x);}
  AD4 ASatD4(AD4 x){return saturate(x);}
 #endif
//==============================================================================================================================
//                                                         HLSL WAVE
//==============================================================================================================================
 #ifdef A_WAVE
  // Where 'x' must be a compile time literal.
  AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
  AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
//------------------------------------------------------------------------------------------------------------------------------
  #ifdef A_HALF
   AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(WaveReadLaneAt(AU1_AH2(v),WaveGetLaneIndex()^x));}
   AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(WaveReadLaneAt(AU2_AH4(v),WaveGetLaneIndex()^x));}
   AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(WaveReadLaneAt(AU1_AW2(v),WaveGetLaneIndex()^x));}
   AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU1(WaveReadLaneAt(AU1_AW4(v),WaveGetLaneIndex()^x));}
  #endif
 #endif
//==============================================================================================================================
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                                                          GPU COMMON
//
//
//==============================================================================================================================
#ifdef A_GPU
 // Negative and positive infinity.
 #define A_INFP_F AF1_AU1(0x7f800000u)
 #define A_INFN_F AF1_AU1(0xff800000u)
//------------------------------------------------------------------------------------------------------------------------------
 // Copy sign from 's' to positive 'd'.
 AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));}
 AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));}
 AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));}
 AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));}
//------------------------------------------------------------------------------------------------------------------------------
 // Single operation to return (useful to create a mask to use in lerp for branch free logic),
 //  m=NaN := 0
 //  m>=0  := 0
 //  m<0   := 1
 // Uses the following useful floating point logic,
 //  saturate(+a*(-INF)==-INF) := 0
 //  saturate( 0*(-INF)== NaN) := 0
 //  saturate(-a*(-INF)==+INF) := 1
 AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));}
 AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));}
 AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));}
 AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));}
//------------------------------------------------------------------------------------------------------------------------------
 AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));}
 AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));}
 AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));}
 AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));}
//==============================================================================================================================
 #ifdef A_HALF
  #ifdef A_HLSL_6_2
   #define A_INFP_H AH1_AW1((uint16_t)0x7c00u)
   #define A_INFN_H AH1_AW1((uint16_t)0xfc00u)
  #else
   #define A_INFP_H AH1_AW1(0x7c00u)
   #define A_INFN_H AH1_AW1(0xfc00u)
  #endif

//------------------------------------------------------------------------------------------------------------------------------
  AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));}
  AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));}
  AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));}
  AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));}
  AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));}
  AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));}
  AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AGtZeroH1(AH1 m){return ASatH1(m*AH1_(A_INFP_H));}
  AH2 AGtZeroH2(AH2 m){return ASatH2(m*AH2_(A_INFP_H));}
  AH3 AGtZeroH3(AH3 m){return ASatH3(m*AH3_(A_INFP_H));}
  AH4 AGtZeroH4(AH4 m){return ASatH4(m*AH4_(A_INFP_H));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                [FIS] FLOAT INTEGER SORTABLE
//------------------------------------------------------------------------------------------------------------------------------
// Float to integer sortable.
//  - If sign bit=0, flip the sign bit (positives).
//  - If sign bit=1, flip all bits     (negatives).
// Integer sortable to float.
//  - If sign bit=1, flip the sign bit (positives).
//  - If sign bit=0, flip all bits     (negatives).
// Has nice side effects.
//  - Larger integers are more positive values.
//  - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
// Burns 3 ops for conversion {shift,or,xor}.
//==============================================================================================================================
 AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
 AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
//------------------------------------------------------------------------------------------------------------------------------
 // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value).
 AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
 AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_HALF
  AW1 AFisToW1(AW1 x){return x^(( AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
  AW1 AFisFromW1(AW1 x){return x^((~AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
//------------------------------------------------------------------------------------------------------------------------------
  AW2 AFisToW2(AW2 x){return x^(( AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
  AW2 AFisFromW2(AW2 x){return x^((~AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                      [PERM] V_PERM_B32
//------------------------------------------------------------------------------------------------------------------------------
// Support for V_PERM_B32 started in the 3rd generation of GCN.
//------------------------------------------------------------------------------------------------------------------------------
// yyyyxxxx - The 'i' input.
// 76543210
// ========
// HGFEDCBA - Naming on permutation.
//------------------------------------------------------------------------------------------------------------------------------
// TODO
// ====
//  - Make sure compiler optimizes this.
//==============================================================================================================================
 #ifdef A_HALF
  AU1 APerm0E0A(AU2 i){return((i.x    )&0xffu)|((i.y<<16)&0xff0000u);}
  AU1 APerm0F0B(AU2 i){return((i.x>> 8)&0xffu)|((i.y<< 8)&0xff0000u);}
  AU1 APerm0G0C(AU2 i){return((i.x>>16)&0xffu)|((i.y    )&0xff0000u);}
  AU1 APerm0H0D(AU2 i){return((i.x>>24)&0xffu)|((i.y>> 8)&0xff0000u);}
//------------------------------------------------------------------------------------------------------------------------------
  AU1 APermHGFA(AU2 i){return((i.x    )&0x000000ffu)|(i.y&0xffffff00u);}
  AU1 APermHGFC(AU2 i){return((i.x>>16)&0x000000ffu)|(i.y&0xffffff00u);}
  AU1 APermHGAE(AU2 i){return((i.x<< 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
  AU1 APermHGCE(AU2 i){return((i.x>> 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
  AU1 APermHAFE(AU2 i){return((i.x<<16)&0x00ff0000u)|(i.y&0xff00ffffu);}
  AU1 APermHCFE(AU2 i){return((i.x    )&0x00ff0000u)|(i.y&0xff00ffffu);}
  AU1 APermAGFE(AU2 i){return((i.x<<24)&0xff000000u)|(i.y&0x00ffffffu);}
  AU1 APermCGFE(AU2 i){return((i.x<< 8)&0xff000000u)|(i.y&0x00ffffffu);}
//------------------------------------------------------------------------------------------------------------------------------
  AU1 APermGCEA(AU2 i){return((i.x)&0x00ff00ffu)|((i.y<<8)&0xff00ff00u);}
  AU1 APermGECA(AU2 i){return(((i.x)&0xffu)|((i.x>>8)&0xff00u)|((i.y<<16)&0xff0000u)|((i.y<<8)&0xff000000u));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                               [BUC] BYTE UNSIGNED CONVERSION
//------------------------------------------------------------------------------------------------------------------------------
// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation.
// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively.
//------------------------------------------------------------------------------------------------------------------------------
// OPCODE NOTES
// ============
// GCN does not do UNORM or SNORM for bytes in opcodes.
//  - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
//  - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
// V_PERM_B32 does byte packing with ability to zero fill bytes as well.
//  - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo. 
//------------------------------------------------------------------------------------------------------------------------------
// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
// ====   =====
//    0 : 0
//    1 : 1
//     ...
//  255 : 255
//      : 256 (just outside the encoding range)
//------------------------------------------------------------------------------------------------------------------------------
// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
// ====   =====
//    0 : 0
//    1 : 1/512
//    2 : 1/256
//     ...
//   64 : 1/8
//  128 : 1/4
//  255 : 255/512
//      : 1/2 (just outside the encoding range)
//------------------------------------------------------------------------------------------------------------------------------
// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES
// ============================================
// r=ABuc0FromU1(i)
//   V_CVT_F32_UBYTE0 r,i
// --------------------------------------------
// r=ABuc0ToU1(d,i)
//   V_CVT_PKACCUM_U8_F32 r,i,0,d
// --------------------------------------------
// d=ABuc0FromU2(i)
//   Where 'k0' is an SGPR with 0x0E0A
//   Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits
//   V_PERM_B32 d,i.x,i.y,k0
//   V_PK_FMA_F16 d,d,k1.x,0
// --------------------------------------------
// r=ABuc0ToU2(d,i)
//   Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
//   Where 'k1' is an SGPR with 0x????
//   Where 'k2' is an SGPR with 0x????
//   V_PK_FMA_F16 i,i,k0.x,0
//   V_PERM_B32 r.x,i,i,k1
//   V_PERM_B32 r.y,i,i,k2
//==============================================================================================================================
 // Peak range for 32-bit and 16-bit operations.
 #define A_BUC_32 (255.0)
 #define A_BUC_16 (255.0/512.0)
//==============================================================================================================================
 #if 1
  // Designed to be one V_CVT_PKACCUM_U8_F32.
  // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32.
  AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u)    )&(0x000000ffu));}
  AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));}
  AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));}
  AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));}
//------------------------------------------------------------------------------------------------------------------------------
  // Designed to be one V_CVT_F32_UBYTE*.
  AF1 ABuc0FromU1(AU1 i){return AF1((i    )&255u);}
  AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);}
  AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);}
  AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);}
 #endif
//==============================================================================================================================
 #ifdef A_HALF
  // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
  AW2 ABuc01ToW2(AH2 x,AH2 y){x*=AH2_(1.0/32768.0);y*=AH2_(1.0/32768.0);
   return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
//------------------------------------------------------------------------------------------------------------------------------
  // Designed for 3 ops to do SOA to AOS and conversion.
  AU2 ABuc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
   return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
  AU2 ABuc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
   return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
  AU2 ABuc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
   return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
  AU2 ABuc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
   return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
//------------------------------------------------------------------------------------------------------------------------------
  // Designed for 2 ops to do both AOS to SOA, and conversion.
  AH2 ABuc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0);}
  AH2 ABuc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0);}
  AH2 ABuc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0);}
  AH2 ABuc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0);}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                 [BSC] BYTE SIGNED CONVERSION
//------------------------------------------------------------------------------------------------------------------------------
// Similar to [BUC].
// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively.
//------------------------------------------------------------------------------------------------------------------------------
// ENCODING (without zero-based encoding)
// ========
//   0 = unused (can be used to mean something else)
//   1 = lowest value 
// 128 = exact zero center (zero based encoding 
// 255 = highest value
//------------------------------------------------------------------------------------------------------------------------------
// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
// This is useful if there is a desire for cleared values to decode as zero.
//------------------------------------------------------------------------------------------------------------------------------
// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
// ====   =====
//    0 : -127/512 (unused)
//    1 : -126/512
//    2 : -125/512
//     ...
//  128 : 0 
//     ... 
//  255 : 127/512
//      : 1/4 (just outside the encoding range)
//==============================================================================================================================
 // Peak range for 32-bit and 16-bit operations.
 #define A_BSC_32 (127.0)
 #define A_BSC_16 (127.0/512.0)
//==============================================================================================================================
 #if 1
  AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u)    )&(0x000000ffu));}
  AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));}
  AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));}
  AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));}
//------------------------------------------------------------------------------------------------------------------------------
  AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u)    )&(0x000000ffu)))^0x00000080u;}
  AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;}
  AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;}
  AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 ABsc0FromU1(AU1 i){return AF1((i    )&255u)-128.0;}
  AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;}
  AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;}
  AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 ABsc0FromZbU1(AU1 i){return AF1(((i    )&255u)^0x80u)-128.0;}
  AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;}
  AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;}
  AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;}
 #endif
//==============================================================================================================================
 #ifdef A_HALF
  // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
  AW2 ABsc01ToW2(AH2 x,AH2 y){x=x*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);y=y*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);
   return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
//------------------------------------------------------------------------------------------------------------------------------
  AU2 ABsc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
   return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
  AU2 ABsc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
   return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
  AU2 ABsc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
   return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
  AU2 ABsc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
   return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AU2 ABsc0ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
   return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
  AU2 ABsc1ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
   return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
  AU2 ABsc2ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
   return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
  AU2 ABsc3ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
   return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
//------------------------------------------------------------------------------------------------------------------------------
  AH2 ABsc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0)-AH2_(0.25);}
//------------------------------------------------------------------------------------------------------------------------------
  AH2 ABsc0FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc1FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc2FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
  AH2 ABsc3FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     HALF APPROXIMATIONS
//------------------------------------------------------------------------------------------------------------------------------
// These support only positive inputs.
// Did not see value yet in specialization for range.
// Using quick testing, ended up mostly getting the same "best" approximation for various ranges.
// With hardware that can co-execute transcendentals, the value in approximations could be less than expected.
// However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total.
// And co-execution would require a compiler interleaving a lot of independent work for packed usage.
//------------------------------------------------------------------------------------------------------------------------------
// The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total).
// Same with sqrt(), as this could be x*rsq() (7 ops).
//==============================================================================================================================
 #ifdef A_HALF
  // Minimize squared error across full positive range, 2 ops.
  // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output.
  AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));}
  AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));}
  AH3 APrxLoSqrtH3(AH3 a){return AH3_AW3((AW3_AH3(a)>>AW3_(1))+AW3_(0x1de2));}
  AH4 APrxLoSqrtH4(AH4 a){return AH4_AW4((AW4_AH4(a)>>AW4_(1))+AW4_(0x1de2));}
//------------------------------------------------------------------------------------------------------------------------------
  // Lower precision estimation, 1 op.
  // Minimize squared error across {smallest normal to 16384.0}.
  AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));}
  AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));}
  AH3 APrxLoRcpH3(AH3 a){return AH3_AW3(AW3_(0x7784)-AW3_AH3(a));}
  AH4 APrxLoRcpH4(AH4 a){return AH4_AW4(AW4_(0x7784)-AW4_AH4(a));}
//------------------------------------------------------------------------------------------------------------------------------
  // Medium precision estimation, one Newton Raphson iteration, 3 ops.
  AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));}
  AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));}
  AH3 APrxMedRcpH3(AH3 a){AH3 b=AH3_AW3(AW3_(0x778d)-AW3_AH3(a));return b*(-b*a+AH3_(2.0));}
  AH4 APrxMedRcpH4(AH4 a){AH4 b=AH4_AW4(AW4_(0x778d)-AW4_AH4(a));return b*(-b*a+AH4_(2.0));}
//------------------------------------------------------------------------------------------------------------------------------
  // Minimize squared error across {smallest normal to 16384.0}, 2 ops.
  AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));}
  AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));}
  AH3 APrxLoRsqH3(AH3 a){return AH3_AW3(AW3_(0x59a3)-(AW3_AH3(a)>>AW3_(1)));}
  AH4 APrxLoRsqH4(AH4 a){return AH4_AW4(AW4_(0x59a3)-(AW4_AH4(a)>>AW4_(1)));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                    FLOAT APPROXIMATIONS
//------------------------------------------------------------------------------------------------------------------------------
// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN",
//  - Idea dates back to SGI, then to Quake 3, etc.
//  - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
//     - sqrt(x)=rsqrt(x)*x
//     - rcp(x)=rsqrt(x)*rsqrt(x) for positive x
//  - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
//------------------------------------------------------------------------------------------------------------------------------
// These below are from perhaps less complete searching for optimal.
// Used FP16 normal range for testing with +4096 32-bit step size for sampling error.
// So these match up well with the half approximations.
//==============================================================================================================================
 AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));}
 AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));}
 AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));}
 AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));}
 AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));}
 AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));}
 AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));}
//------------------------------------------------------------------------------------------------------------------------------
 AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));}
 AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));}
 AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));}
 AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));}
//------------------------------------------------------------------------------------------------------------------------------
 AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));}
 AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));}
 AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));}
 AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                    PQ APPROXIMATIONS
//------------------------------------------------------------------------------------------------------------------------------
// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do
// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%.
//==============================================================================================================================
// Helpers
 AF1 Quart(AF1 a) { a = a * a; return a * a;}
 AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; }
 AF2 Quart(AF2 a) { a = a * a; return a * a; }
 AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; }
 AF3 Quart(AF3 a) { a = a * a; return a * a; }
 AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; }
 AF4 Quart(AF4 a) { a = a * a; return a * a; }
 AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; }
 //------------------------------------------------------------------------------------------------------------------------------
 AF1 APrxPQToGamma2(AF1 a) { return Quart(a); }
 AF1 APrxPQToLinear(AF1 a) { return Oct(a); }
 AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); }
 AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
 AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); }
 AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); }
 AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
 AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); }
 //------------------------------------------------------------------------------------------------------------------------------
 AF2 APrxPQToGamma2(AF2 a) { return Quart(a); }
 AF2 APrxPQToLinear(AF2 a) { return Oct(a); }
 AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); }
 AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
 AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); }
 AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); }
 AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
 AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); }
 //------------------------------------------------------------------------------------------------------------------------------
 AF3 APrxPQToGamma2(AF3 a) { return Quart(a); }
 AF3 APrxPQToLinear(AF3 a) { return Oct(a); }
 AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); }
 AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
 AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); }
 AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); }
 AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
 AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); }
 //------------------------------------------------------------------------------------------------------------------------------
 AF4 APrxPQToGamma2(AF4 a) { return Quart(a); }
 AF4 APrxPQToLinear(AF4 a) { return Oct(a); }
 AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); }
 AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
 AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); }
 AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); }
 AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
 AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                    PARABOLIC SIN & COS
//------------------------------------------------------------------------------------------------------------------------------
// Approximate answers to transcendental questions.
//------------------------------------------------------------------------------------------------------------------------------
//==============================================================================================================================
 #if 1
  // Valid input range is {-1 to 1} representing {0 to 2 pi}.
  // Output range is {-1/4 to 1/4} representing {-1 to 1}.
  AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD.
  AF2 APSinF2(AF2 x){return x*abs(x)-x;}
  AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT
  AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);}
  AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));}
 #endif
//------------------------------------------------------------------------------------------------------------------------------
 #ifdef A_HALF
  // For a packed {sin,cos} pair,
  //  - Native takes 16 clocks and 4 issue slots (no packed transcendentals).
  //  - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed).
  AH1 APSinH1(AH1 x){return x*abs(x)-x;}
  AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA
  AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);} 
  AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND
  AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     [ZOL] ZERO ONE LOGIC
//------------------------------------------------------------------------------------------------------------------------------
// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit.
//------------------------------------------------------------------------------------------------------------------------------
// 0 := false
// 1 := true
//------------------------------------------------------------------------------------------------------------------------------
// AndNot(x,y)   -> !(x&y) .... One op.
// AndOr(x,y,z)  -> (x&y)|z ... One op.
// GtZero(x)     -> x>0.0 ..... One op.
// Sel(x,y,z)    -> x?y:z ..... Two ops, has no precision loss.
// Signed(x)     -> x<0.0 ..... One op.
// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer.
//------------------------------------------------------------------------------------------------------------------------------
// OPTIMIZATION NOTES
// ==================
// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'.
//   For example 'a.xy*k.xx+k.yy'.
//==============================================================================================================================
 #if 1
  AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);}
  AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);}
  AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);}
  AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AU1 AZolNotU1(AU1 x){return x^AU1_(1);}
  AU2 AZolNotU2(AU2 x){return x^AU2_(1);}
  AU3 AZolNotU3(AU3 x){return x^AU3_(1);}
  AU4 AZolNotU4(AU4 x){return x^AU4_(1);}
//------------------------------------------------------------------------------------------------------------------------------
  AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);}
  AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);}
  AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);}
  AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);}
//==============================================================================================================================
  AU1 AZolF1ToU1(AF1 x){return AU1(x);}
  AU2 AZolF2ToU2(AF2 x){return AU2(x);}
  AU3 AZolF3ToU3(AF3 x){return AU3(x);}
  AU4 AZolF4ToU4(AF4 x){return AU4(x);}
//------------------------------------------------------------------------------------------------------------------------------
  // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled).
  AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);}
  AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);}
  AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);}
  AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolU1ToF1(AU1 x){return AF1(x);}
  AF2 AZolU2ToF2(AU2 x){return AF2(x);}
  AF3 AZolU3ToF3(AU3 x){return AF3(x);}
  AF4 AZolU4ToF4(AU4 x){return AF4(x);}
//==============================================================================================================================
  AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);}
  AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);}
  AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);}
  AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);}
  AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);}
  AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);}
  AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);}
  AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);}
  AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);}
  AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));}
  AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));}
  AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));}
  AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;}
  AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;}
  AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;}
  AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);}
  AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);}
  AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);}
  AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;}
  AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;}
  AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;}
  AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));}
  AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));}
  AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));}
  AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));}
  AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));}
  AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));}
  AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));}
 #endif
//==============================================================================================================================
 #ifdef A_HALF
  AW1 AZolAndW1(AW1 x,AW1 y){return min(x,y);}
  AW2 AZolAndW2(AW2 x,AW2 y){return min(x,y);}
  AW3 AZolAndW3(AW3 x,AW3 y){return min(x,y);}
  AW4 AZolAndW4(AW4 x,AW4 y){return min(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AZolNotW1(AW1 x){return x^AW1_(1);}
  AW2 AZolNotW2(AW2 x){return x^AW2_(1);}
  AW3 AZolNotW3(AW3 x){return x^AW3_(1);}
  AW4 AZolNotW4(AW4 x){return x^AW4_(1);}
//------------------------------------------------------------------------------------------------------------------------------
  AW1 AZolOrW1(AW1 x,AW1 y){return max(x,y);}
  AW2 AZolOrW2(AW2 x,AW2 y){return max(x,y);}
  AW3 AZolOrW3(AW3 x,AW3 y){return max(x,y);}
  AW4 AZolOrW4(AW4 x,AW4 y){return max(x,y);}
//==============================================================================================================================
  // Uses denormal trick.
  AW1 AZolH1ToW1(AH1 x){return AW1_AH1(x*AH1_AW1(AW1_(1)));}
  AW2 AZolH2ToW2(AH2 x){return AW2_AH2(x*AH2_AW2(AW2_(1)));}
  AW3 AZolH3ToW3(AH3 x){return AW3_AH3(x*AH3_AW3(AW3_(1)));}
  AW4 AZolH4ToW4(AH4 x){return AW4_AH4(x*AH4_AW4(AW4_(1)));}
//------------------------------------------------------------------------------------------------------------------------------
  // AMD arch lacks a packed conversion opcode.
  AH1 AZolW1ToH1(AW1 x){return AH1_AW1(x*AW1_AH1(AH1_(1.0)));}
  AH2 AZolW2ToH2(AW2 x){return AH2_AW2(x*AW2_AH2(AH2_(1.0)));}
  AH3 AZolW1ToH3(AW3 x){return AH3_AW3(x*AW3_AH3(AH3_(1.0)));}
  AH4 AZolW2ToH4(AW4 x){return AH4_AW4(x*AW4_AH4(AH4_(1.0)));}
//==============================================================================================================================
  AH1 AZolAndH1(AH1 x,AH1 y){return min(x,y);}
  AH2 AZolAndH2(AH2 x,AH2 y){return min(x,y);}
  AH3 AZolAndH3(AH3 x,AH3 y){return min(x,y);}
  AH4 AZolAndH4(AH4 x,AH4 y){return min(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 ASolAndNotH1(AH1 x,AH1 y){return (-x)*y+AH1_(1.0);}
  AH2 ASolAndNotH2(AH2 x,AH2 y){return (-x)*y+AH2_(1.0);}
  AH3 ASolAndNotH3(AH3 x,AH3 y){return (-x)*y+AH3_(1.0);}
  AH4 ASolAndNotH4(AH4 x,AH4 y){return (-x)*y+AH4_(1.0);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolAndOrH1(AH1 x,AH1 y,AH1 z){return ASatH1(x*y+z);}
  AH2 AZolAndOrH2(AH2 x,AH2 y,AH2 z){return ASatH2(x*y+z);}
  AH3 AZolAndOrH3(AH3 x,AH3 y,AH3 z){return ASatH3(x*y+z);}
  AH4 AZolAndOrH4(AH4 x,AH4 y,AH4 z){return ASatH4(x*y+z);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolGtZeroH1(AH1 x){return ASatH1(x*AH1_(A_INFP_H));}
  AH2 AZolGtZeroH2(AH2 x){return ASatH2(x*AH2_(A_INFP_H));}
  AH3 AZolGtZeroH3(AH3 x){return ASatH3(x*AH3_(A_INFP_H));}
  AH4 AZolGtZeroH4(AH4 x){return ASatH4(x*AH4_(A_INFP_H));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolNotH1(AH1 x){return AH1_(1.0)-x;}
  AH2 AZolNotH2(AH2 x){return AH2_(1.0)-x;}
  AH3 AZolNotH3(AH3 x){return AH3_(1.0)-x;}
  AH4 AZolNotH4(AH4 x){return AH4_(1.0)-x;}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolOrH1(AH1 x,AH1 y){return max(x,y);}
  AH2 AZolOrH2(AH2 x,AH2 y){return max(x,y);}
  AH3 AZolOrH3(AH3 x,AH3 y){return max(x,y);}
  AH4 AZolOrH4(AH4 x,AH4 y){return max(x,y);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolSelH1(AH1 x,AH1 y,AH1 z){AH1 r=(-x)*z+z;return x*y+r;}
  AH2 AZolSelH2(AH2 x,AH2 y,AH2 z){AH2 r=(-x)*z+z;return x*y+r;}
  AH3 AZolSelH3(AH3 x,AH3 y,AH3 z){AH3 r=(-x)*z+z;return x*y+r;}
  AH4 AZolSelH4(AH4 x,AH4 y,AH4 z){AH4 r=(-x)*z+z;return x*y+r;}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AZolSignedH1(AH1 x){return ASatH1(x*AH1_(A_INFN_H));}
  AH2 AZolSignedH2(AH2 x){return ASatH2(x*AH2_(A_INFN_H));}
  AH3 AZolSignedH3(AH3 x){return ASatH3(x*AH3_(A_INFN_H));}
  AH4 AZolSignedH4(AH4 x){return ASatH4(x*AH4_(A_INFN_H));}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                      COLOR CONVERSIONS
//------------------------------------------------------------------------------------------------------------------------------
// These are all linear to/from some other space (where 'linear' has been shortened out of the function name).
// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'.
// These are branch free implementations.
// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion.
//------------------------------------------------------------------------------------------------------------------------------
// TRANSFER FUNCTIONS
// ==================
// 709 ..... Rec709 used for some HDTVs
// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native
// Pq ...... PQ native for HDR10
// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type
// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations)
// Three ... Gamma 3.0, less fast, but good for HDR.
//------------------------------------------------------------------------------------------------------------------------------
// KEEPING TO SPEC
// ===============
// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
//  (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
//  (b.) For 8-bit  709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
// Also there is a slight step in the transition regions.
// Precision of the coefficients in the spec being the likely cause.
// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
// This is to work around lack of hardware (typically only ROP does the conversion for free).
// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
// So this header keeps with the spec.
// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear.
// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear.
//------------------------------------------------------------------------------------------------------------------------------
// FOR PQ
// ======
// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2.
// All constants are only specified to FP32 precision.
// External PQ source reference,
//  - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl
//------------------------------------------------------------------------------------------------------------------------------
// PACKED VERSIONS
// ===============
// These are the A*H2() functions.
// There is no PQ functions as FP16 seemed to not have enough precision for the conversion.
// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors.
// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least).
//------------------------------------------------------------------------------------------------------------------------------
// NOTES
// =====
// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case.
//==============================================================================================================================
 #if 1
  AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
   return clamp(j.x  ,c*j.y  ,pow(c,j.z  )*k.x  +k.y  );}
  AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
   return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
  AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
   return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
//------------------------------------------------------------------------------------------------------------------------------
  // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
  AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));} 
  AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));} 
  AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));} 
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
   return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
  AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302));
   return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));}
  AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302));
   return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
   return clamp(j.x  ,c*j.y  ,pow(c,j.z  )*k.x  +k.y  );}
  AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
   return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
  AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
   return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AToTwoF1(AF1 c){return sqrt(c);}
  AF2 AToTwoF2(AF2 c){return sqrt(c);}
  AF3 AToTwoF3(AF3 c){return sqrt(c);}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));}
  AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));}
  AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));}
 #endif
//==============================================================================================================================
 #if 1
  // Unfortunately median won't work here.
  AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
   return AZolSelF1(AZolSignedF1(c-j.x  ),c*j.y  ,pow(c*k.x  +k.y  ,j.z  ));}
  AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
   return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
  AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
   return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));} 
  AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));} 
  AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));} 
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
   return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
  AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833));
   return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));}
  AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833));
   return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));}
//------------------------------------------------------------------------------------------------------------------------------
  // Unfortunately median won't work here.
  AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
   return AZolSelF1(AZolSignedF1(c-j.x  ),c*j.y  ,pow(c*k.x  +k.y  ,j.z  ));}
  AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
   return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
  AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
   return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AFromTwoF1(AF1 c){return c*c;}
  AF2 AFromTwoF2(AF2 c){return c*c;}
  AF3 AFromTwoF3(AF3 c){return c*c;}
//------------------------------------------------------------------------------------------------------------------------------
  AF1 AFromThreeF1(AF1 c){return c*c*c;}
  AF2 AFromThreeF2(AF2 c){return c*c*c;}
  AF3 AFromThreeF3(AF3 c){return c*c*c;}
 #endif
//==============================================================================================================================
 #ifdef A_HALF
  AH1 ATo709H1(AH1 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
   return clamp(j.x  ,c*j.y  ,pow(c,j.z  )*k.x  +k.y  );}
  AH2 ATo709H2(AH2 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
   return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
  AH3 ATo709H3(AH3 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
   return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AToGammaH1(AH1 c,AH1 rcpX){return pow(c,AH1_(rcpX));}
  AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));}
  AH3 AToGammaH3(AH3 c,AH1 rcpX){return pow(c,AH3_(rcpX));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AToSrgbH1(AH1 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
   return clamp(j.x  ,c*j.y  ,pow(c,j.z  )*k.x  +k.y  );}
  AH2 AToSrgbH2(AH2 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
   return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
  AH3 AToSrgbH3(AH3 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
   return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AToTwoH1(AH1 c){return sqrt(c);}
  AH2 AToTwoH2(AH2 c){return sqrt(c);}
  AH3 AToTwoH3(AH3 c){return sqrt(c);}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AToThreeF1(AH1 c){return pow(c,AH1_(1.0/3.0));}
  AH2 AToThreeF2(AH2 c){return pow(c,AH2_(1.0/3.0));}
  AH3 AToThreeF3(AH3 c){return pow(c,AH3_(1.0/3.0));}
 #endif
//==============================================================================================================================
 #ifdef A_HALF
  AH1 AFrom709H1(AH1 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
   return AZolSelH1(AZolSignedH1(c-j.x  ),c*j.y  ,pow(c*k.x  +k.y  ,j.z  ));}
  AH2 AFrom709H2(AH2 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
   return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
  AH3 AFrom709H3(AH3 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
   return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AFromGammaH1(AH1 c,AH1 x){return pow(c,AH1_(x));}
  AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));}
  AH3 AFromGammaH3(AH3 c,AH1 x){return pow(c,AH3_(x));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AHromSrgbF1(AH1 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
   return AZolSelH1(AZolSignedH1(c-j.x  ),c*j.y  ,pow(c*k.x  +k.y  ,j.z  ));}
  AH2 AHromSrgbF2(AH2 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
   return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
  AH3 AHromSrgbF3(AH3 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
   return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AFromTwoH1(AH1 c){return c*c;}
  AH2 AFromTwoH2(AH2 c){return c*c;}
  AH3 AFromTwoH3(AH3 c){return c*c;}
//------------------------------------------------------------------------------------------------------------------------------
  AH1 AFromThreeH1(AH1 c){return c*c*c;}
  AH2 AFromThreeH2(AH2 c){return c*c*c;}
  AH3 AFromThreeH3(AH3 c){return c*c*c;}
 #endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                          CS REMAP
//==============================================================================================================================
 // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear.
 //  543210
 //  ======
 //  ..xxx.
 //  yy...y
 AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
//==============================================================================================================================
 // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions.
 //  543210
 //  ======
 //  .xx..x
 //  y..yy.
 // Details,
 //  LANE TO 8x8 MAPPING
 //  ===================
 //  00 01 08 09 10 11 18 19 
 //  02 03 0a 0b 12 13 1a 1b
 //  04 05 0c 0d 14 15 1c 1d
 //  06 07 0e 0f 16 17 1e 1f 
 //  20 21 28 29 30 31 38 39 
 //  22 23 2a 2b 32 33 3a 3b
 //  24 25 2c 2d 34 35 3c 3d
 //  26 27 2e 2f 36 37 3e 3f 
 AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
//==============================================================================================================================
 #ifdef A_HALF
  AW2 ARmp8x8H(AU1 a){return AW2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
  AW2 ARmpRed8x8H(AU1 a){return AW2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
 #endif
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                                          REFERENCE
//
//------------------------------------------------------------------------------------------------------------------------------
// IEEE FLOAT RULES
// ================
//  - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1
//  - {+/-}0 * {+/-}INF = NaN
//  - -INF + (+INF) = NaN
//  - {+/-}0 / {+/-}0 = NaN
//  - {+/-}INF / {+/-}INF = NaN
//  - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN)
//  - 0 == -0
//  - 4/0 = +INF
//  - 4/-0 = -INF
//  - 4+INF = +INF
//  - 4-INF = -INF
//  - 4*(+INF) = +INF
//  - 4*(-INF) = -INF
//  - -4*(+INF) = -INF
//  - sqrt(+INF) = +INF
//------------------------------------------------------------------------------------------------------------------------------
// FP16 ENCODING
// =============
// fedcba9876543210
// ----------------
// ......mmmmmmmmmm  10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals)
// .eeeee..........  5-bit exponent
// .00000..........  denormals
// .00001..........  -14 exponent
// .11110..........   15 exponent
// .111110000000000  infinity
// .11111nnnnnnnnnn  NaN with n!=0
// s...............  sign
//------------------------------------------------------------------------------------------------------------------------------
// FP16/INT16 ALIASING DENORMAL
// ============================
// 11-bit unsigned integers alias with half float denormal/normal values,
//     1 = 2^(-24) = 1/16777216 ....................... first denormal value
//     2 = 2^(-23)
//   ...
//  1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
//  1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
//  2047 .............................................. last normal value that still maps to integers 
// Scaling limits,
//  2^15 = 32768 ...................................... largest power of 2 scaling
// Largest pow2 conversion mapping is at *32768,
//     1 : 2^(-9) = 1/512
//     2 : 1/256
//     4 : 1/128
//     8 : 1/64
//    16 : 1/32
//    32 : 1/16
//    64 : 1/8
//   128 : 1/4
//   256 : 1/2
//   512 : 1
//  1024 : 2
//  2047 : a little less than 4
//==============================================================================================================================
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                                                     GPU/CPU PORTABILITY
//
//
//------------------------------------------------------------------------------------------------------------------------------
// This is the GPU implementation.
// See the CPU implementation for docs.
//==============================================================================================================================
#ifdef A_GPU
 #define A_TRUE true
 #define A_FALSE false
 #define A_STATIC
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                     VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
//==============================================================================================================================
 #define retAD2 AD2
 #define retAD3 AD3
 #define retAD4 AD4
 #define retAF2 AF2
 #define retAF3 AF3
 #define retAF4 AF4
 #define retAL2 AL2
 #define retAL3 AL3
 #define retAL4 AL4
 #define retAU2 AU2
 #define retAU3 AU3
 #define retAU4 AU4
//------------------------------------------------------------------------------------------------------------------------------
 #define inAD2 in AD2
 #define inAD3 in AD3
 #define inAD4 in AD4
 #define inAF2 in AF2
 #define inAF3 in AF3
 #define inAF4 in AF4
 #define inAL2 in AL2
 #define inAL3 in AL3
 #define inAL4 in AL4
 #define inAU2 in AU2
 #define inAU3 in AU3
 #define inAU4 in AU4
//------------------------------------------------------------------------------------------------------------------------------
 #define inoutAD2 inout AD2
 #define inoutAD3 inout AD3
 #define inoutAD4 inout AD4
 #define inoutAF2 inout AF2
 #define inoutAF3 inout AF3
 #define inoutAF4 inout AF4
 #define inoutAL2 inout AL2
 #define inoutAL3 inout AL3
 #define inoutAL4 inout AL4
 #define inoutAU2 inout AU2
 #define inoutAU3 inout AU3
 #define inoutAU4 inout AU4
//------------------------------------------------------------------------------------------------------------------------------
 #define outAD2 out AD2
 #define outAD3 out AD3
 #define outAD4 out AD4
 #define outAF2 out AF2
 #define outAF3 out AF3
 #define outAF4 out AF4
 #define outAL2 out AL2
 #define outAL3 out AL3
 #define outAL4 out AL4
 #define outAU2 out AU2
 #define outAU3 out AU3
 #define outAU4 out AU4
//------------------------------------------------------------------------------------------------------------------------------
 #define varAD2(x) AD2 x
 #define varAD3(x) AD3 x
 #define varAD4(x) AD4 x
 #define varAF2(x) AF2 x
 #define varAF3(x) AF3 x
 #define varAF4(x) AF4 x
 #define varAL2(x) AL2 x
 #define varAL3(x) AL3 x
 #define varAL4(x) AL4 x
 #define varAU2(x) AU2 x
 #define varAU3(x) AU3 x
 #define varAU4(x) AU4 x
//------------------------------------------------------------------------------------------------------------------------------
 #define initAD2(x,y) AD2(x,y)
 #define initAD3(x,y,z) AD3(x,y,z)
 #define initAD4(x,y,z,w) AD4(x,y,z,w)
 #define initAF2(x,y) AF2(x,y)
 #define initAF3(x,y,z) AF3(x,y,z)
 #define initAF4(x,y,z,w) AF4(x,y,z,w)
 #define initAL2(x,y) AL2(x,y)
 #define initAL3(x,y,z) AL3(x,y,z)
 #define initAL4(x,y,z,w) AL4(x,y,z,w)
 #define initAU2(x,y) AU2(x,y)
 #define initAU3(x,y,z) AU3(x,y,z)
 #define initAU4(x,y,z,w) AU4(x,y,z,w)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     SCALAR RETURN OPS
//==============================================================================================================================
 #define AAbsD1(a) abs(AD1(a))
 #define AAbsF1(a) abs(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define ACosD1(a) cos(AD1(a))
 #define ACosF1(a) cos(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define ADotD2(a,b) dot(AD2(a),AD2(b))
 #define ADotD3(a,b) dot(AD3(a),AD3(b))
 #define ADotD4(a,b) dot(AD4(a),AD4(b))
 #define ADotF2(a,b) dot(AF2(a),AF2(b))
 #define ADotF3(a,b) dot(AF3(a),AF3(b))
 #define ADotF4(a,b) dot(AF4(a),AF4(b))
//------------------------------------------------------------------------------------------------------------------------------
 #define AExp2D1(a) exp2(AD1(a))
 #define AExp2F1(a) exp2(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define AFloorD1(a) floor(AD1(a))
 #define AFloorF1(a) floor(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define ALog2D1(a) log2(AD1(a))
 #define ALog2F1(a) log2(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define AMaxD1(a,b) max(a,b)
 #define AMaxF1(a,b) max(a,b)
 #define AMaxL1(a,b) max(a,b)
 #define AMaxU1(a,b) max(a,b)
//------------------------------------------------------------------------------------------------------------------------------
 #define AMinD1(a,b) min(a,b)
 #define AMinF1(a,b) min(a,b)
 #define AMinL1(a,b) min(a,b)
 #define AMinU1(a,b) min(a,b)
//------------------------------------------------------------------------------------------------------------------------------
 #define ASinD1(a) sin(AD1(a))
 #define ASinF1(a) sin(AF1(a))
//------------------------------------------------------------------------------------------------------------------------------
 #define ASqrtD1(a) sqrt(AD1(a))
 #define ASqrtF1(a) sqrt(AF1(a))
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                               SCALAR RETURN OPS - DEPENDENT
//==============================================================================================================================
 #define APowD1(a,b) pow(AD1(a),AF1(b))
 #define APowF1(a,b) pow(AF1(a),AF1(b))
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                         VECTOR OPS
//------------------------------------------------------------------------------------------------------------------------------
// These are added as needed for production or prototyping, so not necessarily a complete set.
// They follow a convention of taking in a destination and also returning the destination value to increase utility.
//==============================================================================================================================
 #ifdef A_DUBL
  AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;}
  AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;}
  AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;}
  AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;}
  AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;}
  AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;}
  AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;}
  AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;}
  AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;}
  AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;}
  AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;}
  AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;}
  AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;}
  AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;}
  AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;}
  AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;}
  AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;}
  AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;}
  AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;}
  AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;}
  AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;}
  AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;}
  AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;}
//------------------------------------------------------------------------------------------------------------------------------
  AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;}
  AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;}
  AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;}
 #endif
//==============================================================================================================================
 AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;}
 AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;}
 AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;}
 AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;}
 AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;}
 AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;}
 AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;}
 AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;}
 AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;}
 AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;}
 AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;}
 AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;}
 AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;}
 AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;}
 AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;}
 AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;}
 AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;}
 AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;}
 AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;}
 AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;}
 AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;}
 AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;}
 AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;}
//------------------------------------------------------------------------------------------------------------------------------
 AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;}
 AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;}
 AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;}
#endif


#define FSR_RCAS_F 1
AU4 con0;

AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}

//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//
//                    AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629
//
//
//------------------------------------------------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------------------------------------------------------
// FidelityFX Super Resolution Sample
//
// 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.
//------------------------------------------------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------------------------------------------------------
// ABOUT
// =====
// FSR is a collection of algorithms relating to generating a higher resolution image.
// This specific header focuses on single-image non-temporal image scaling, and related tools.
// 
// The core functions are EASU and RCAS:
//  [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
//  [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
// RCAS needs to be applied after EASU as a separate pass.
// 
// Optional utility functions are:
//  [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
//  [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
//  [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
// See each individual sub-section for inline documentation.
//------------------------------------------------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------------------------------------------------------
// FUNCTION PERMUTATIONS
// =====================
// *F() ..... Single item computation with 32-bit.
// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible.
// *Hx2() ... Processing two items in parallel with 16-bit, easier packing.
//            Not all interfaces in this file have a *Hx2() form.
//==============================================================================================================================
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                        FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
//
//------------------------------------------------------------------------------------------------------------------------------
// EASU provides a high quality spatial-only scaling at relatively low cost.
// Meaning EASU is appropiate for laptops and other low-end GPUs.
// Quality from 1x to 4x area scaling is good.
//------------------------------------------------------------------------------------------------------------------------------
// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
// This is also kept as simple as possible to have minimum runtime.
//------------------------------------------------------------------------------------------------------------------------------
// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
// and limits output to the minimum and maximum of that neighborhood.
//------------------------------------------------------------------------------------------------------------------------------
// Input image requirements:
// 
// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
// Each channel needs to be in the range[0, 1]
// Any color primaries are supported
// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0)
// There should be no banding in the input
// There should be no high amplitude noise in the input
// There should be no noise in the input that is not at input pixel granularity
// For performance purposes, use 32bpp formats
//------------------------------------------------------------------------------------------------------------------------------
// Best to apply EASU at the end of the frame after tonemapping 
// but before film grain or composite of the UI.
//------------------------------------------------------------------------------------------------------------------------------
// Example of including this header for D3D HLSL :
// 
//  #define A_GPU 1
//  #define A_HLSL 1
//  #define A_HALF 1
//  #include "ffx_a.h"
//  #define FSR_EASU_H 1
//  #define FSR_RCAS_H 1
//  //declare input callbacks
//  #include "ffx_fsr1.h"
// 
// Example of including this header for Vulkan GLSL :
// 
//  #define A_GPU 1
//  #define A_GLSL 1
//  #define A_HALF 1
//  #include "ffx_a.h"
//  #define FSR_EASU_H 1
//  #define FSR_RCAS_H 1
//  //declare input callbacks
//  #include "ffx_fsr1.h"
// 
// Example of including this header for Vulkan HLSL :
// 
//  #define A_GPU 1
//  #define A_HLSL 1
//  #define A_HLSL_6_2 1
//  #define A_NO_16_BIT_CAST 1
//  #define A_HALF 1
//  #include "ffx_a.h"
//  #define FSR_EASU_H 1
//  #define FSR_RCAS_H 1
//  //declare input callbacks
//  #include "ffx_fsr1.h"
// 
//  Example of declaring the required input callbacks for GLSL :
//  The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
//  EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
// 
//  AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
//  AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
//  AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
//  ...
//  The FsrEasuCon function needs to be called from the CPU or GPU to set up constants.
//  The difference in viewport and input image size is there to support Dynamic Resolution Scaling.
//  To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1.
//  Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer.
//  AU4 con0,con1,con2,con3;
//  FsrEasuCon(con0,con1,con2,con3,
//    1920.0,1080.0,  // Viewport size (top left aligned) in the input image which is to be scaled.
//    3840.0,2160.0,  // The size of the input image.
//    2560.0,1440.0); // The output resolution.
//==============================================================================================================================
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                      CONSTANT SETUP
//==============================================================================================================================
// Call to setup required constant values (works on CPU or GPU).
A_STATIC void FsrEasuCon(
outAU4 con0,
outAU4 con1,
outAU4 con2,
outAU4 con3,
// This the rendered image resolution being upscaled
AF1 inputViewportInPixelsX,
AF1 inputViewportInPixelsY,
// This is the resolution of the resource containing the input image (useful for dynamic resolution)
AF1 inputSizeInPixelsX,
AF1 inputSizeInPixelsY,
// This is the display resolution which the input image gets upscaled to
AF1 outputSizeInPixelsX,
AF1 outputSizeInPixelsY){
 // Output integer position to a pixel position in viewport.
 con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX));
 con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY));
 con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
 con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
 // Viewport pixel position to normalized image space.
 // This is used to get upper-left of 'F' tap.
 con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX));
 con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY));
 // Centers of gather4, first offset from upper-left of 'F'.
 //      +---+---+
 //      |   |   |
 //      +--(0)--+
 //      | b | c |
 //  +---F---+---+---+
 //  | e | f | g | h |
 //  +--(1)--+--(2)--+
 //  | i | j | k | l |
 //  +---+---+---+---+
 //      | n | o |
 //      +--(3)--+
 //      |   |   |
 //      +---+---+
 con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
 con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY));
 // These are from (0) instead of 'F'.
 con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX));
 con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
 con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
 con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
 con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX));
 con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY));
 con3[2]=con3[3]=0;}

//If the an offset into the input image resource
A_STATIC void FsrEasuConOffset(
    outAU4 con0,
    outAU4 con1,
    outAU4 con2,
    outAU4 con3,
    // This the rendered image resolution being upscaled
    AF1 inputViewportInPixelsX,
    AF1 inputViewportInPixelsY,
    // This is the resolution of the resource containing the input image (useful for dynamic resolution)
    AF1 inputSizeInPixelsX,
    AF1 inputSizeInPixelsY,
    // This is the display resolution which the input image gets upscaled to
    AF1 outputSizeInPixelsX,
    AF1 outputSizeInPixelsY,
    // This is the input image offset into the resource containing it (useful for dynamic resolution)
    AF1 inputOffsetInPixelsX,
    AF1 inputOffsetInPixelsY) {
    FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY);
    con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX);
    con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                   NON-PACKED 32-BIT VERSION
//==============================================================================================================================
#if defined(A_GPU)&&defined(FSR_EASU_F)
 // Input callback prototypes, need to be implemented by calling shader
 AF4 FsrEasuRF(AF2 p);
 AF4 FsrEasuGF(AF2 p);
 AF4 FsrEasuBF(AF2 p);
//------------------------------------------------------------------------------------------------------------------------------
 // Filtering for a given tap for the scalar.
 void FsrEasuTapF(
 inout AF3 aC, // Accumulated color, with negative lobe.
 inout AF1 aW, // Accumulated weight.
 AF2 off, // Pixel offset from resolve position to tap.
 AF2 dir, // Gradient direction.
 AF2 len, // Length.
 AF1 lob, // Negative lobe strength.
 AF1 clp, // Clipping point.
 AF3 c){ // Tap color.
  // Rotate offset by direction.
  AF2 v;
  v.x=(off.x*( dir.x))+(off.y*dir.y);
  v.y=(off.x*(-dir.y))+(off.y*dir.x);
  // Anisotropy.
  v*=len;
  // Compute distance^2.
  AF1 d2=v.x*v.x+v.y*v.y;
  // Limit to the window as at corner, 2 taps can easily be outside.
  d2=min(d2,clp);
  // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
  //  (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
  //  |_______________________________________|   |_______________|
  //                   base                             window
  // The general form of the 'base' is,
  //  (a*(b*x^2-1)^2-(a-1))
  // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
  AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0);
  AF1 wA=lob*d2+AF1_(-1.0);
  wB*=wB;
  wA*=wA;
  wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0));
  AF1 w=wB*wA;
  // Do weighted average.
  aC+=c*w;aW+=w;}
//------------------------------------------------------------------------------------------------------------------------------
 // Accumulate direction and length.
 void FsrEasuSetF(
 inout AF2 dir,
 inout AF1 len,
 AF2 pp,
 AP1 biS,AP1 biT,AP1 biU,AP1 biV,
 AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){
  // Compute bilinear weight, branches factor out as predicates are compiler time immediates.
  //  s t
  //  u v
  AF1 w = AF1_(0.0);
  if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
  if(biT)w=           pp.x *(AF1_(1.0)-pp.y);
  if(biU)w=(AF1_(1.0)-pp.x)*           pp.y ;
  if(biV)w=           pp.x *           pp.y ;
  // Direction is the '+' diff.
  //    a
  //  b c d
  //    e
  // Then takes magnitude from abs average of both sides of 'c'.
  // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
  AF1 dc=lD-lC;
  AF1 cb=lC-lB;
  AF1 lenX=max(abs(dc),abs(cb));
  lenX=APrxLoRcpF1(lenX);
  AF1 dirX=lD-lB;
  dir.x+=dirX*w;
  lenX=ASatF1(abs(dirX)*lenX);
  lenX*=lenX;
  len+=lenX*w;
  // Repeat for the y axis.
  AF1 ec=lE-lC;
  AF1 ca=lC-lA;
  AF1 lenY=max(abs(ec),abs(ca));
  lenY=APrxLoRcpF1(lenY);
  AF1 dirY=lE-lA;
  dir.y+=dirY*w;
  lenY=ASatF1(abs(dirY)*lenY);
  lenY*=lenY;
  len+=lenY*w;}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrEasuF(
 out AF3 pix,
 AU2 ip, // Integer pixel position in output.
 AU4 con0, // Constants generated by FsrEasuCon().
 AU4 con1,
 AU4 con2,
 AU4 con3){
//------------------------------------------------------------------------------------------------------------------------------
  // Get position of 'f'.
  AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
  AF2 fp=floor(pp);
  pp-=fp;
//------------------------------------------------------------------------------------------------------------------------------
  // 12-tap kernel.
  //    b c
  //  e f g h
  //  i j k l
  //    n o
  // Gather 4 ordering.
  //  a b
  //  r g
  // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
  //    a b    <- unused (z)
  //    r g
  //  a b a b
  //  r g r g
  //    a b
  //    r g    <- unused (z)
  // Allowing dead-code removal to remove the 'z's.
  AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
  // These are from p0 to avoid pulling two constants on pre-Navi hardware.
  AF2 p1=p0+AF2_AU2(con2.xy);
  AF2 p2=p0+AF2_AU2(con2.zw);
  AF2 p3=p0+AF2_AU2(con3.xy);
  AF4 bczzR=FsrEasuRF(p0);
  AF4 bczzG=FsrEasuGF(p0);
  AF4 bczzB=FsrEasuBF(p0);
  AF4 ijfeR=FsrEasuRF(p1);
  AF4 ijfeG=FsrEasuGF(p1);
  AF4 ijfeB=FsrEasuBF(p1);
  AF4 klhgR=FsrEasuRF(p2);
  AF4 klhgG=FsrEasuGF(p2);
  AF4 klhgB=FsrEasuBF(p2);
  AF4 zzonR=FsrEasuRF(p3);
  AF4 zzonG=FsrEasuGF(p3);
  AF4 zzonB=FsrEasuBF(p3);
//------------------------------------------------------------------------------------------------------------------------------
  // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
  AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG);
  AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG);
  AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG);
  AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG);
  // Rename.
  AF1 bL=bczzL.x;
  AF1 cL=bczzL.y;
  AF1 iL=ijfeL.x;
  AF1 jL=ijfeL.y;
  AF1 fL=ijfeL.z;
  AF1 eL=ijfeL.w;
  AF1 kL=klhgL.x;
  AF1 lL=klhgL.y;
  AF1 hL=klhgL.z;
  AF1 gL=klhgL.w;
  AF1 oL=zzonL.z;
  AF1 nL=zzonL.w;
  // Accumulate for bilinear interpolation.
  AF2 dir=AF2_(0.0);
  AF1 len=AF1_(0.0);
  FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL);
  FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL);
  FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL);
  FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL);
//------------------------------------------------------------------------------------------------------------------------------
  // Normalize with approximation, and cleanup close to zero.
  AF2 dir2=dir*dir;
  AF1 dirR=dir2.x+dir2.y;
  AP1 zro=dirR<AF1_(1.0/32768.0);
  dirR=APrxLoRsqF1(dirR);
  dirR=zro?AF1_(1.0):dirR;
  dir.x=zro?AF1_(1.0):dir.x;
  dir*=AF2_(dirR);
  // Transform from {0 to 2} to {0 to 1} range, and shape with square.
  len=len*AF1_(0.5);
  len*=len;
  // Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
  AF1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpF1(max(abs(dir.x),abs(dir.y)));
  // Anisotropic length after rotation,
  //  x := 1.0 lerp to 'stretch' on edges
  //  y := 1.0 lerp to 2x on edges
  AF2 len2=AF2(AF1_(1.0)+(stretch-AF1_(1.0))*len,AF1_(1.0)+AF1_(-0.5)*len);
  // Based on the amount of 'edge',
  // the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
  AF1 lob=AF1_(0.5)+AF1_((1.0/4.0-0.04)-0.5)*len;
  // Set distance^2 clipping point to the end of the adjustable window.
  AF1 clp=APrxLoRcpF1(lob);
//------------------------------------------------------------------------------------------------------------------------------
  // Accumulation mixed with min/max of 4 nearest.
  //    b c
  //  e f g h
  //  i j k l
  //    n o
  AF3 min4=min(AMin3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
               AF3(klhgR.x,klhgG.x,klhgB.x));
  AF3 max4=max(AMax3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
               AF3(klhgR.x,klhgG.x,klhgB.x));
  // Accumulation.
  AF3 aC=AF3_(0.0);
  AF1 aW=AF1_(0.0);
  FsrEasuTapF(aC,aW,AF2( 0.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.x,bczzG.x,bczzB.x)); // b
  FsrEasuTapF(aC,aW,AF2( 1.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.y,bczzG.y,bczzB.y)); // c
  FsrEasuTapF(aC,aW,AF2(-1.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.x,ijfeG.x,ijfeB.x)); // i
  FsrEasuTapF(aC,aW,AF2( 0.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.y,ijfeG.y,ijfeB.y)); // j
  FsrEasuTapF(aC,aW,AF2( 0.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.z,ijfeG.z,ijfeB.z)); // f
  FsrEasuTapF(aC,aW,AF2(-1.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.w,ijfeG.w,ijfeB.w)); // e
  FsrEasuTapF(aC,aW,AF2( 1.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.x,klhgG.x,klhgB.x)); // k
  FsrEasuTapF(aC,aW,AF2( 2.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.y,klhgG.y,klhgB.y)); // l
  FsrEasuTapF(aC,aW,AF2( 2.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.z,klhgG.z,klhgB.z)); // h
  FsrEasuTapF(aC,aW,AF2( 1.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.w,klhgG.w,klhgB.w)); // g
  FsrEasuTapF(aC,aW,AF2( 1.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.z,zzonG.z,zzonB.z)); // o
  FsrEasuTapF(aC,aW,AF2( 0.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.w,zzonG.w,zzonB.w)); // n
//------------------------------------------------------------------------------------------------------------------------------
  // Normalize and dering.
  pix=min(max4,max(min4,aC*AF3_(ARcpF1(aW))));}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                    PACKED 16-BIT VERSION
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_EASU_H)
// Input callback prototypes, need to be implemented by calling shader
 AH4 FsrEasuRH(AF2 p);
 AH4 FsrEasuGH(AF2 p);
 AH4 FsrEasuBH(AF2 p);
//------------------------------------------------------------------------------------------------------------------------------
 // This runs 2 taps in parallel.
 void FsrEasuTapH(
 inout AH2 aCR,inout AH2 aCG,inout AH2 aCB,
 inout AH2 aW,
 AH2 offX,AH2 offY,
 AH2 dir,
 AH2 len,
 AH1 lob,
 AH1 clp,
 AH2 cR,AH2 cG,AH2 cB){
  AH2 vX,vY;
  vX=offX*  dir.xx +offY*dir.yy;
  vY=offX*(-dir.yy)+offY*dir.xx;
  vX*=len.x;vY*=len.y;
  AH2 d2=vX*vX+vY*vY;
  d2=min(d2,AH2_(clp));
  AH2 wB=AH2_(2.0/5.0)*d2+AH2_(-1.0);
  AH2 wA=AH2_(lob)*d2+AH2_(-1.0);
  wB*=wB;
  wA*=wA;
  wB=AH2_(25.0/16.0)*wB+AH2_(-(25.0/16.0-1.0));
  AH2 w=wB*wA;
  aCR+=cR*w;aCG+=cG*w;aCB+=cB*w;aW+=w;}
//------------------------------------------------------------------------------------------------------------------------------
 // This runs 2 taps in parallel.
 void FsrEasuSetH(
 inout AH2 dirPX,inout AH2 dirPY,
 inout AH2 lenP,
 AH2 pp,
 AP1 biST,AP1 biUV,
 AH2 lA,AH2 lB,AH2 lC,AH2 lD,AH2 lE){
  AH2 w = AH2_(0.0);
  if(biST)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(AH1_(1.0)-pp.y);
  if(biUV)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(          pp.y);
  // ABS is not free in the packed FP16 path.
  AH2 dc=lD-lC;
  AH2 cb=lC-lB;
  AH2 lenX=max(abs(dc),abs(cb));
  lenX=ARcpH2(lenX);
  AH2 dirX=lD-lB;
  dirPX+=dirX*w;
  lenX=ASatH2(abs(dirX)*lenX);
  lenX*=lenX;
  lenP+=lenX*w;
  AH2 ec=lE-lC;
  AH2 ca=lC-lA;
  AH2 lenY=max(abs(ec),abs(ca));
  lenY=ARcpH2(lenY);
  AH2 dirY=lE-lA;
  dirPY+=dirY*w;
  lenY=ASatH2(abs(dirY)*lenY);
  lenY*=lenY;
  lenP+=lenY*w;}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrEasuH(
 out AH3 pix,
 AU2 ip,
 AU4 con0,
 AU4 con1,
 AU4 con2,
 AU4 con3){
//------------------------------------------------------------------------------------------------------------------------------
  AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
  AF2 fp=floor(pp);
  pp-=fp;
  AH2 ppp=AH2(pp);
//------------------------------------------------------------------------------------------------------------------------------
  AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
  AF2 p1=p0+AF2_AU2(con2.xy);
  AF2 p2=p0+AF2_AU2(con2.zw);
  AF2 p3=p0+AF2_AU2(con3.xy);
  AH4 bczzR=FsrEasuRH(p0);
  AH4 bczzG=FsrEasuGH(p0);
  AH4 bczzB=FsrEasuBH(p0);
  AH4 ijfeR=FsrEasuRH(p1);
  AH4 ijfeG=FsrEasuGH(p1);
  AH4 ijfeB=FsrEasuBH(p1);
  AH4 klhgR=FsrEasuRH(p2);
  AH4 klhgG=FsrEasuGH(p2);
  AH4 klhgB=FsrEasuBH(p2);
  AH4 zzonR=FsrEasuRH(p3);
  AH4 zzonG=FsrEasuGH(p3);
  AH4 zzonB=FsrEasuBH(p3);
//------------------------------------------------------------------------------------------------------------------------------
  AH4 bczzL=bczzB*AH4_(0.5)+(bczzR*AH4_(0.5)+bczzG);
  AH4 ijfeL=ijfeB*AH4_(0.5)+(ijfeR*AH4_(0.5)+ijfeG);
  AH4 klhgL=klhgB*AH4_(0.5)+(klhgR*AH4_(0.5)+klhgG);
  AH4 zzonL=zzonB*AH4_(0.5)+(zzonR*AH4_(0.5)+zzonG);
  AH1 bL=bczzL.x;
  AH1 cL=bczzL.y;
  AH1 iL=ijfeL.x;
  AH1 jL=ijfeL.y;
  AH1 fL=ijfeL.z;
  AH1 eL=ijfeL.w;
  AH1 kL=klhgL.x;
  AH1 lL=klhgL.y;
  AH1 hL=klhgL.z;
  AH1 gL=klhgL.w;
  AH1 oL=zzonL.z;
  AH1 nL=zzonL.w;
  // This part is different, accumulating 2 taps in parallel.
  AH2 dirPX=AH2_(0.0);
  AH2 dirPY=AH2_(0.0);
  AH2 lenP=AH2_(0.0);
  FsrEasuSetH(dirPX,dirPY,lenP,ppp,true, false,AH2(bL,cL),AH2(eL,fL),AH2(fL,gL),AH2(gL,hL),AH2(jL,kL));
  FsrEasuSetH(dirPX,dirPY,lenP,ppp,false,true ,AH2(fL,gL),AH2(iL,jL),AH2(jL,kL),AH2(kL,lL),AH2(nL,oL));
  AH2 dir=AH2(dirPX.r+dirPX.g,dirPY.r+dirPY.g);
  AH1 len=lenP.r+lenP.g;
//------------------------------------------------------------------------------------------------------------------------------
  AH2 dir2=dir*dir;
  AH1 dirR=dir2.x+dir2.y;
  AP1 zro=dirR<AH1_(1.0/32768.0);
  dirR=APrxLoRsqH1(dirR);
  dirR=zro?AH1_(1.0):dirR;
  dir.x=zro?AH1_(1.0):dir.x;
  dir*=AH2_(dirR);
  len=len*AH1_(0.5);
  len*=len;
  AH1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpH1(max(abs(dir.x),abs(dir.y)));
  AH2 len2=AH2(AH1_(1.0)+(stretch-AH1_(1.0))*len,AH1_(1.0)+AH1_(-0.5)*len);
  AH1 lob=AH1_(0.5)+AH1_((1.0/4.0-0.04)-0.5)*len;
  AH1 clp=APrxLoRcpH1(lob);
//------------------------------------------------------------------------------------------------------------------------------
  // FP16 is different, using packed trick to do min and max in same operation.
  AH2 bothR=max(max(AH2(-ijfeR.z,ijfeR.z),AH2(-klhgR.w,klhgR.w)),max(AH2(-ijfeR.y,ijfeR.y),AH2(-klhgR.x,klhgR.x)));
  AH2 bothG=max(max(AH2(-ijfeG.z,ijfeG.z),AH2(-klhgG.w,klhgG.w)),max(AH2(-ijfeG.y,ijfeG.y),AH2(-klhgG.x,klhgG.x)));
  AH2 bothB=max(max(AH2(-ijfeB.z,ijfeB.z),AH2(-klhgB.w,klhgB.w)),max(AH2(-ijfeB.y,ijfeB.y),AH2(-klhgB.x,klhgB.x)));
  // This part is different for FP16, working pairs of taps at a time.
  AH2 pR=AH2_(0.0);
  AH2 pG=AH2_(0.0);
  AH2 pB=AH2_(0.0);
  AH2 pW=AH2_(0.0);
  FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0, 1.0)-ppp.xx,AH2(-1.0,-1.0)-ppp.yy,dir,len2,lob,clp,bczzR.xy,bczzG.xy,bczzB.xy);
  FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);
  FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0,-1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,ijfeR.zw,ijfeG.zw,ijfeB.zw);
  FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 2.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,klhgR.xy,klhgG.xy,klhgB.xy);
  FsrEasuTapH(pR,pG,pB,pW,AH2( 2.0, 1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,klhgR.zw,klhgG.zw,klhgB.zw);
  FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 0.0)-ppp.xx,AH2( 2.0, 2.0)-ppp.yy,dir,len2,lob,clp,zzonR.zw,zzonG.zw,zzonB.zw);
  AH3 aC=AH3(pR.x+pR.y,pG.x+pG.y,pB.x+pB.y);
  AH1 aW=pW.x+pW.y;
//------------------------------------------------------------------------------------------------------------------------------
  // Slightly different for FP16 version due to combined min and max.
  pix=min(AH3(bothR.y,bothG.y,bothB.y),max(-AH3(bothR.x,bothG.x,bothB.x),aC*AH3_(ARcpH1(aW))));}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                      FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
//
//------------------------------------------------------------------------------------------------------------------------------
// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
// Pass EASU output straight into RCAS, no color conversions necessary.
//------------------------------------------------------------------------------------------------------------------------------
// RCAS is based on the following logic.
// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
//    w                n
//  w 1 w  for taps  w m e 
//    w                s
// Where 'w' is the negative lobe weight.
//  output = (w*(n+e+w+s)+m)/(4*w+1)
// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
//  0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
//  1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
// This stabilizes RCAS.
// RCAS does a simple highpass which is normalized against the local contrast then shaped,
//       0.25
//  0.25  -1  0.25
//       0.25
// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
//
//  GLSL example for the required callbacks :
// 
//  AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
//  void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
//  {
//    //do any simple input color conversions here or leave empty if none needed
//  }
//  
//  FsrRcasCon need to be called from the CPU or GPU to set up constants.
//  Including a GPU example here, the 'con' value would be stored out to a constant buffer.
// 
//  AU4 con;
//  FsrRcasCon(con,
//   0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
// ---------------
// RCAS sharpening supports a CAS-like pass-through alpha via,
//  #define FSR_RCAS_PASSTHROUGH_ALPHA 1
// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
//  #define FSR_RCAS_DENOISE 1
//==============================================================================================================================
// This is set at the limit of providing unnatural results for sharpening.
#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                      CONSTANT SETUP
//==============================================================================================================================
// Call to setup required constant values (works on CPU or GPU).
A_STATIC void FsrRcasCon(
outAU4 con,
// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
AF1 sharpness){
 // Transform from stops to linear value.
 sharpness=AExp2F1(-sharpness);
 varAF2(hSharp)=initAF2(sharpness,sharpness);
 con[0]=AU1_AF1(sharpness);
 con[1]=AU1_AH2_AF2(hSharp);
 con[2]=0;
 con[3]=0;}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                   NON-PACKED 32-BIT VERSION
//==============================================================================================================================
#if defined(A_GPU)&&defined(FSR_RCAS_F)
 // Input callback prototypes that need to be implemented by calling shader
 AF4 FsrRcasLoadF(ASU2 p);
 void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b);
//------------------------------------------------------------------------------------------------------------------------------
 void FsrRcasF(
 out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
 out AF1 pixG,
 out AF1 pixB,
 #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
  out AF1 pixA,
 #endif
 AU2 ip, // Integer pixel position in output.
 AU4 con){ // Constant generated by RcasSetup().
  // Algorithm uses minimal 3x3 pixel neighborhood.
  //    b 
  //  d e f
  //    h
  ASU2 sp=ASU2(ip);
  AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb;
  AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb;
  #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
   AF4 ee=FsrRcasLoadF(sp);
   AF3 e=ee.rgb;pixA=ee.a;
  #else
   AF3 e=FsrRcasLoadF(sp).rgb;
  #endif
  AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb;
  AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb;
  // Rename (32-bit) or regroup (16-bit).
  AF1 bR=b.r;
  AF1 bG=b.g;
  AF1 bB=b.b;
  AF1 dR=d.r;
  AF1 dG=d.g;
  AF1 dB=d.b;
  AF1 eR=e.r;
  AF1 eG=e.g;
  AF1 eB=e.b;
  AF1 fR=f.r;
  AF1 fG=f.g;
  AF1 fB=f.b;
  AF1 hR=h.r;
  AF1 hG=h.g;
  AF1 hB=h.b;
  // Run optional input transform.
  FsrRcasInputF(bR,bG,bB);
  FsrRcasInputF(dR,dG,dB);
  FsrRcasInputF(eR,eG,eB);
  FsrRcasInputF(fR,fG,fB);
  FsrRcasInputF(hR,hG,hB);
  // Luma times 2.
  AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG);
  AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG);
  AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG);
  AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG);
  AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG);
  // Noise detection.
  AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL;
  nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL)));
  nz=AF1_(-0.5)*nz+AF1_(1.0);
  // Min and max of ring.
  AF1 mn4R=min(AMin3F1(bR,dR,fR),hR);
  AF1 mn4G=min(AMin3F1(bG,dG,fG),hG);
  AF1 mn4B=min(AMin3F1(bB,dB,fB),hB);
  AF1 mx4R=max(AMax3F1(bR,dR,fR),hR);
  AF1 mx4G=max(AMax3F1(bG,dG,fG),hG);
  AF1 mx4B=max(AMax3F1(bB,dB,fB),hB);
  // Immediate constants for peak range.
  AF2 peakC=AF2(1.0,-1.0*4.0);
  // Limiters, these need to be high precision RCPs.
  AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
  AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
  AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
  AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
  AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
  AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
  AF1 lobeR=max(-hitMinR,hitMaxR);
  AF1 lobeG=max(-hitMinG,hitMaxG);
  AF1 lobeB=max(-hitMinB,hitMaxB);
  AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x);
  // Apply noise removal.
  #ifdef FSR_RCAS_DENOISE
   lobe*=nz;
  #endif
  // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
  AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0));
  pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
  pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
  pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
  return;} 
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                  NON-PACKED 16-BIT VERSION
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H)
 // Input callback prototypes that need to be implemented by calling shader
 AH4 FsrRcasLoadH(ASW2 p);
 void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b);
//------------------------------------------------------------------------------------------------------------------------------
 void FsrRcasH(
 out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
 out AH1 pixG,
 out AH1 pixB,
 #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
  out AH1 pixA,
 #endif
 AU2 ip, // Integer pixel position in output.
 AU4 con){ // Constant generated by RcasSetup().
  // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
  //    b 
  //  d e f
  //    h
  ASW2 sp=ASW2(ip);
  AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb;
  AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb;
  #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
   AH4 ee=FsrRcasLoadH(sp);
   AH3 e=ee.rgb;pixA=ee.a;
  #else
   AH3 e=FsrRcasLoadH(sp).rgb;
  #endif
  AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb;
  AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb;
  // Rename (32-bit) or regroup (16-bit).
  AH1 bR=b.r;
  AH1 bG=b.g;
  AH1 bB=b.b;
  AH1 dR=d.r;
  AH1 dG=d.g;
  AH1 dB=d.b;
  AH1 eR=e.r;
  AH1 eG=e.g;
  AH1 eB=e.b;
  AH1 fR=f.r;
  AH1 fG=f.g;
  AH1 fB=f.b;
  AH1 hR=h.r;
  AH1 hG=h.g;
  AH1 hB=h.b;
  // Run optional input transform.
  FsrRcasInputH(bR,bG,bB);
  FsrRcasInputH(dR,dG,dB);
  FsrRcasInputH(eR,eG,eB);
  FsrRcasInputH(fR,fG,fB);
  FsrRcasInputH(hR,hG,hB);
  // Luma times 2.
  AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG);
  AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG);
  AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG);
  AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG);
  AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG);
  // Noise detection.
  AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL;
  nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL)));
  nz=AH1_(-0.5)*nz+AH1_(1.0);
  // Min and max of ring.
  AH1 mn4R=min(AMin3H1(bR,dR,fR),hR);
  AH1 mn4G=min(AMin3H1(bG,dG,fG),hG);
  AH1 mn4B=min(AMin3H1(bB,dB,fB),hB);
  AH1 mx4R=max(AMax3H1(bR,dR,fR),hR);
  AH1 mx4G=max(AMax3H1(bG,dG,fG),hG);
  AH1 mx4B=max(AMax3H1(bB,dB,fB),hB);
  // Immediate constants for peak range.
  AH2 peakC=AH2(1.0,-1.0*4.0);
  // Limiters, these need to be high precision RCPs.
  AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
  AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
  AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
  AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
  AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
  AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
  AH1 lobeR=max(-hitMinR,hitMaxR);
  AH1 lobeG=max(-hitMinG,hitMaxG);
  AH1 lobeB=max(-hitMinB,hitMaxB);
  AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x;
  // Apply noise removal.
  #ifdef FSR_RCAS_DENOISE
   lobe*=nz;
  #endif
  // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
  AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0));
  pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
  pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
  pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//                                                     PACKED 16-BIT VERSION
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2)
 // Input callback prototypes that need to be implemented by the calling shader
 AH4 FsrRcasLoadHx2(ASW2 p);
 void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b);
//------------------------------------------------------------------------------------------------------------------------------
 // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
 void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){
  #ifdef A_HLSL
   // Invoke a slower path for DX only, since it won't allow uninitialized values.
   pix0.a=pix1.a=0.0;
  #endif
  pix0.rgb=AH3(pixR.x,pixG.x,pixB.x);
  pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrRcasHx2(
 // Output values are for 2 8x8 tiles in a 16x8 region.
 //  pix<R,G,B>.x =  left 8x8 tile
 //  pix<R,G,B>.y = right 8x8 tile
 // This enables later processing to easily be packed as well.
 out AH2 pixR,
 out AH2 pixG,
 out AH2 pixB,
 #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
  out AH2 pixA,
 #endif
 AU2 ip, // Integer pixel position in output.
 AU4 con){ // Constant generated by RcasSetup().
  // No scaling algorithm uses minimal 3x3 pixel neighborhood.
  ASW2 sp0=ASW2(ip);
  AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb;
  AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb;
  #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
   AH4 ee0=FsrRcasLoadHx2(sp0);
   AH3 e0=ee0.rgb;pixA.r=ee0.a;
  #else
   AH3 e0=FsrRcasLoadHx2(sp0).rgb;
  #endif
  AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb;
  AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb;
  ASW2 sp1=sp0+ASW2(8,0);
  AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb;
  AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb;
  #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
   AH4 ee1=FsrRcasLoadHx2(sp1);
   AH3 e1=ee1.rgb;pixA.g=ee1.a;
  #else
   AH3 e1=FsrRcasLoadHx2(sp1).rgb;
  #endif
  AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb;
  AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb;
  // Arrays of Structures to Structures of Arrays conversion.
  AH2 bR=AH2(b0.r,b1.r);
  AH2 bG=AH2(b0.g,b1.g);
  AH2 bB=AH2(b0.b,b1.b);
  AH2 dR=AH2(d0.r,d1.r);
  AH2 dG=AH2(d0.g,d1.g);
  AH2 dB=AH2(d0.b,d1.b);
  AH2 eR=AH2(e0.r,e1.r);
  AH2 eG=AH2(e0.g,e1.g);
  AH2 eB=AH2(e0.b,e1.b);
  AH2 fR=AH2(f0.r,f1.r);
  AH2 fG=AH2(f0.g,f1.g);
  AH2 fB=AH2(f0.b,f1.b);
  AH2 hR=AH2(h0.r,h1.r);
  AH2 hG=AH2(h0.g,h1.g);
  AH2 hB=AH2(h0.b,h1.b);
  // Run optional input transform.
  FsrRcasInputHx2(bR,bG,bB);
  FsrRcasInputHx2(dR,dG,dB);
  FsrRcasInputHx2(eR,eG,eB);
  FsrRcasInputHx2(fR,fG,fB);
  FsrRcasInputHx2(hR,hG,hB);
  // Luma times 2.
  AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG);
  AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG);
  AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG);
  AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG);
  AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG);
  // Noise detection.
  AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL;
  nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL)));
  nz=AH2_(-0.5)*nz+AH2_(1.0);
  // Min and max of ring.
  AH2 mn4R=min(AMin3H2(bR,dR,fR),hR);
  AH2 mn4G=min(AMin3H2(bG,dG,fG),hG);
  AH2 mn4B=min(AMin3H2(bB,dB,fB),hB);
  AH2 mx4R=max(AMax3H2(bR,dR,fR),hR);
  AH2 mx4G=max(AMax3H2(bG,dG,fG),hG);
  AH2 mx4B=max(AMax3H2(bB,dB,fB),hB);
  // Immediate constants for peak range.
  AH2 peakC=AH2(1.0,-1.0*4.0);
  // Limiters, these need to be high precision RCPs.
  AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
  AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
  AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
  AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
  AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
  AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
  AH2 lobeR=max(-hitMinR,hitMaxR);
  AH2 lobeG=max(-hitMinG,hitMaxG);
  AH2 lobeB=max(-hitMinB,hitMaxB);
  AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x);
  // Apply noise removal.
  #ifdef FSR_RCAS_DENOISE
   lobe*=nz;
  #endif
  // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
  AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0));
  pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
  pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
  pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                          FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
//
//------------------------------------------------------------------------------------------------------------------------------
// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
// The 'Lfga*()' functions provide a convenient way to introduce grain.
// These functions limit grain based on distance to signal limits.
// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
// Grain application should be done in a linear colorspace.
// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
//------------------------------------------------------------------------------------------------------------------------------
// Usage,
//   FsrLfga*(
//    color, // In/out linear colorspace color {0 to 1} ranged.
//    grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
//    amount); // Amount of grain (0 to 1} ranged.
//------------------------------------------------------------------------------------------------------------------------------
// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)'
//==============================================================================================================================
#if defined(A_GPU)
 // Maximum grain is the minimum distance to the signal limit.
 void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);}
#endif
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)
 // Half precision version (slower).
 void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);}
//------------------------------------------------------------------------------------------------------------------------------
 // Packed half precision version (faster).
 void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){
  cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                          FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
//
//------------------------------------------------------------------------------------------------------------------------------
// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
//------------------------------------------------------------------------------------------------------------------------------
// Reversible tonemapper usage,
//  FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
//  FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
//==============================================================================================================================
#if defined(A_GPU)
 void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));}
 // The extra max solves the c=1.0 case (which is a /0).
 void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));}
#endif
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)
 void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));}
 void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
  AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;}
 void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
  AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
//                                       FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
//
//------------------------------------------------------------------------------------------------------------------------------
// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
// Given good non-biased temporal blue noise as dither input,
// the output dither will temporally conserve energy.
// This is done by choosing the linear nearest step point instead of perceptual nearest.
// See code below for details.
//------------------------------------------------------------------------------------------------------------------------------
// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
// ===============================================
// - Output is 'uint(floor(saturate(n)*255.0+0.5))'.
// - Thus rounding is to nearest.
// - NaN gets converted to zero.
// - INF is clamped to {0.0 to 1.0}.
//==============================================================================================================================
#if defined(A_GPU)
 // Hand tuned integer position to dither value, with more values than simple checkerboard.
 // Only 32-bit has enough precision for this compddation.
 // Output is {0 to <1}.
 AF1 FsrTepdDitF(AU2 p,AU1 f){
  AF1 x=AF1_(p.x+f);
  AF1 y=AF1_(p.y);
  // The 1.61803 golden ratio.
  AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
  // Number designed to provide a good visual pattern.
  AF1 b=AF1_(1.0/3.69);
  x=x*a+(y*b);
  return AFractF1(x);}
//------------------------------------------------------------------------------------------------------------------------------
 // This version is 8-bit gamma 2.0.
 // The 'c' input is {0 to 1}.
 // Output is {0 to 1} ready for image store.
 void FsrTepdC8F(inout AF3 c,AF1 dit){
  AF3 n=sqrt(c);
  n=floor(n*AF3_(255.0))*AF3_(1.0/255.0);
  AF3 a=n*n;
  AF3 b=n+AF3_(1.0/255.0);b=b*b;
  // Ratio of 'a' to 'b' required to produce 'c'.
  // APrxLoRcpF1() won't work here (at least for very high dynamic ranges).
  // APrxMedRcpF1() is an IADD,FMA,MUL.
  AF3 r=(c-b)*APrxMedRcpF3(a-b);
  // Use the ratio as a cutoff to choose 'a' or 'b'.
  // AGtZeroF1() is a MUL.
  c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));}
//------------------------------------------------------------------------------------------------------------------------------
 // This version is 10-bit gamma 2.0.
 // The 'c' input is {0 to 1}.
 // Output is {0 to 1} ready for image store.
 void FsrTepdC10F(inout AF3 c,AF1 dit){
  AF3 n=sqrt(c);
  n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0);
  AF3 a=n*n;
  AF3 b=n+AF3_(1.0/1023.0);b=b*b;
  AF3 r=(c-b)*APrxMedRcpF3(a-b);
  c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));}
#endif
//==============================================================================================================================
#if defined(A_GPU)&&defined(A_HALF)
 AH1 FsrTepdDitH(AU2 p,AU1 f){
  AF1 x=AF1_(p.x+f);
  AF1 y=AF1_(p.y);
  AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
  AF1 b=AF1_(1.0/3.69);
  x=x*a+(y*b);
  return AH1(AFractF1(x));}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrTepdC8H(inout AH3 c,AH1 dit){
  AH3 n=sqrt(c);
  n=floor(n*AH3_(255.0))*AH3_(1.0/255.0);
  AH3 a=n*n;
  AH3 b=n+AH3_(1.0/255.0);b=b*b;
  AH3 r=(c-b)*APrxMedRcpH3(a-b);
  c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrTepdC10H(inout AH3 c,AH1 dit){
  AH3 n=sqrt(c);
  n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0);
  AH3 a=n*n;
  AH3 b=n+AH3_(1.0/1023.0);b=b*b;
  AH3 r=(c-b)*APrxMedRcpH3(a-b);
  c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));}
//==============================================================================================================================
 // This computes dither for positions 'p' and 'p+{8,0}'.
 AH2 FsrTepdDitHx2(AU2 p,AU1 f){
  AF2 x;
  x.x=AF1_(p.x+f);
  x.y=x.x+AF1_(8.0);
  AF1 y=AF1_(p.y);
  AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
  AF1 b=AF1_(1.0/3.69);
  x=x*AF2_(a)+AF2_(y*b);
  return AH2(AFractF2(x));}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
  AH2 nR=sqrt(cR);
  AH2 nG=sqrt(cG);
  AH2 nB=sqrt(cB);
  nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0);
  nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0);
  nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0);
  AH2 aR=nR*nR;
  AH2 aG=nG*nG;
  AH2 aB=nB*nB;
  AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR;
  AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG;
  AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB;
  AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
  AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
  AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
  cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0));
  cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0));
  cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));}
//------------------------------------------------------------------------------------------------------------------------------
 void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
  AH2 nR=sqrt(cR);
  AH2 nG=sqrt(cG);
  AH2 nB=sqrt(cB);
  nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0);
  nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0);
  nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0);
  AH2 aR=nR*nR;
  AH2 aG=nG*nG;
  AH2 aB=nB*nB;
  AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR;
  AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG;
  AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB;
  AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
  AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
  AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
  cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0));
  cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0));
  cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));}
#endif


void CurrFilter(AU2 pos)
{
    AF3 c;
    FsrRcasF(c.r, c.g, c.b, pos, con0);
    imageStore(imgOutput, ASU2(pos), AF4(c, 1));
}

void main() {
	FsrRcasCon(con0, sharpening_data);    
    
	AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
    CurrFilter(gxy);
	gxy.x += 8u;
	CurrFilter(gxy);
	gxy.y += 8u;
	CurrFilter(gxy);
	gxy.x -= 8u;
	CurrFilter(gxy);
}