// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END

#include "common.effect"

// # Linear Optimization
// While the normal way is to sample every texel in the pSize, linear optimization
//  takes advantage of the fact that most people, especially after compression,
//  will not be able to tell the difference between a linear approximation and
//  the actual thing.
//
// Instead of sampling every texel like this:
// 
//       |Tx|Tx|Tx|Tx|Tx|
//     Tx|-2|-1| 0|+1|+2|
// 
// Linear optimization will sample like this:
// 
//       |Tx|Tx|Tx|Tx|Tx|
//     Tx| -1  | 0|  +1 |
//
// This effectively removes half the necessary samples and looks identical when
//  when used with box blur. However there is an edge case when the blur width
//  is not a multiple of two, where two additional samples have to be spent on
//  reading the outer edge:
// 
//       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
//     Tx|-2| -1  | 0|  +1 |+2|
//
// or this alternative pattern that uses two less samples:
// 
//       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
//     Tx|  0  |  +1 |  +2 |+3|
//
// or this alternative pattern that also uses two less samples:
// 
//       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
//     Tx|  -2 | -1~~+1 |  +2 |
//
// With careful planning this can even be used for other types of Blur, such as
//  Gaussian Blur, which suffers a larger hit - however there are better and
//  faster alternatives than linear sampling with Gaussian Blur, such as
//  Dual Filtering ("Dual Kawase").

//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
#define MAX_BLUR_SIZE 128

//------------------------------------------------------------------------------
// Technique: Directional / Area
//------------------------------------------------------------------------------
float4 PSBlur1D(VertexInformation vtx) : TARGET {
	float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * GetKernelAt(0);
	bool is_odd = ((int(round(pSize)) % 2) == 1);
		
	// y = yes, s = skip, b = break
	// Size-> | 1| 2| 3| 4| 5| 6| 7|
	// -------+--+--+--+--+--+--+--+
	// n=1    | b| y| y| y| y| y| y|
	// n=2    |  |bs| s| s| s| s| s|
	// n=3    |  | b| b| y| y| y| y|
	// n=4    |  |  |  |bs| s| s| s|
	// n=5    |  |  |  | b| b| y| y|
	// n=6    |  |  |  |  |  |bs| s|
	// n=7    |  |  |  |  |  | b| b|
	// n=8    |  |  |  |  |  |  |  |

	// Loop unrolling is only possible with a fixed known maximum.
	// Some compilers may unroll up to x iterations, but most will not.
	for (int n = 1; n <= MAX_BLUR_SIZE; n+=2) {
		// Different from normal box, early exit instead of late exit.
		if (n >= pSize) {
			break;
		}

		// TODO: Determine better position than 0.5 for gaussian approximation.
		float2 nstep = (pImageTexel * pStepScale) * (n + 0.5);
		float kernel = kernelAt(n) + kernelAt(n + 1);
		final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * kernel;
		final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * kernel;
	}
	if (is_odd) {
		float kernel = kernelAt(pSize);
		float2 nstep = (pImageTexel * pStepScale) * pSize;
		final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * kernel;
		final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * kernel;
	}

	return final;
}

technique Draw {
	pass {
		vertex_shader = VSDefault(vtx);
		pixel_shader  = PSBlur1D(vtx);
	}
}
