2015-09-05 14:03:00 +02:00
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/*
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* This file is part of mpv.
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*
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2016-01-19 18:36:34 +01:00
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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2015-09-05 14:03:00 +02:00
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2016-01-19 18:36:34 +01:00
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* GNU Lesser General Public License for more details.
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2015-09-05 14:03:00 +02:00
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*
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2016-01-19 18:36:34 +01:00
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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2015-09-05 14:03:00 +02:00
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*/
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#include <math.h>
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#include "video_shaders.h"
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#include "video.h"
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#define GLSL(x) gl_sc_add(sc, #x "\n");
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#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
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2015-09-05 17:39:27 +02:00
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#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
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#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
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2015-09-05 14:03:00 +02:00
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2015-12-05 19:54:25 +01:00
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// Set up shared/commonly used variables and macros
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2015-09-05 14:03:00 +02:00
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void sampler_prelude(struct gl_shader_cache *sc, int tex_num)
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{
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2015-09-05 17:39:27 +02:00
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GLSLF("#undef tex\n");
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2015-09-05 14:03:00 +02:00
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GLSLF("#define tex texture%d\n", tex_num);
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GLSLF("vec2 pos = texcoord%d;\n", tex_num);
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GLSLF("vec2 size = texture_size%d;\n", tex_num);
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2016-02-25 21:27:55 +01:00
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GLSLF("vec2 pt = pixel_size%d;\n", tex_num);
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2015-09-05 14:03:00 +02:00
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}
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static void pass_sample_separated_get_weights(struct gl_shader_cache *sc,
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struct scaler *scaler)
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{
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vo_opengl: dynamically manage texture units
A minor cleanup that makes the code simpler, and guarantees that we
cleanup the GL state properly at any point.
We do this by reusing the uniform caching, and assigning each sampler
uniform its own texture unit by incrementing a counter. This has various
subtle consequences for the GL driver, which hopefully don't matter. For
example, it will bind fewer textures at a time, but also rebind them
more often.
For some reason we keep TEXUNIT_VIDEO_NUM, because it limits the number
of hook passes that can be bound at the same time.
OSD rendering is an exception: we do many passes with the same shader,
and rebinding the texture each pass. For now, this is handled in an
unclean way, and we make the shader cache reserve texture unit 0 for the
OSD texture. At a later point, we should allocate that one dynamically
too, and just pass the texture unit to the OSD rendering code. Right now
I feel like vo_rpi.c (may it rot in hell) is in the way.
2016-09-14 20:42:52 +02:00
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gl_sc_uniform_tex(sc, "lut", scaler->gl_target, scaler->gl_lut);
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2015-12-05 19:54:25 +01:00
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// Define a new variable to cache the corrected fcoord.
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GLSLF("float fcoord_lut = LUT_POS(fcoord, %d.0);\n", scaler->lut_size);
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2015-09-05 14:03:00 +02:00
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int N = scaler->kernel->size;
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if (N == 2) {
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2016-05-14 12:02:02 +02:00
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GLSL(vec2 c1 = texture(lut, vec2(0.5, fcoord_lut)).rg;)
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2015-09-05 14:03:00 +02:00
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GLSL(float weights[2] = float[](c1.r, c1.g);)
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} else if (N == 6) {
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2015-12-05 19:54:25 +01:00
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GLSL(vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));)
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GLSL(vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));)
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2015-09-05 14:03:00 +02:00
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GLSL(float weights[6] = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);)
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} else {
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GLSLF("float weights[%d];\n", N);
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for (int n = 0; n < N / 4; n++) {
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2015-12-05 19:54:25 +01:00
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GLSLF("c = texture(lut, vec2(1.0 / %d.0 + %d.0 / %d.0, fcoord_lut));\n",
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2015-09-05 14:03:00 +02:00
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N / 2, n, N / 4);
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GLSLF("weights[%d] = c.r;\n", n * 4 + 0);
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GLSLF("weights[%d] = c.g;\n", n * 4 + 1);
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GLSLF("weights[%d] = c.b;\n", n * 4 + 2);
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GLSLF("weights[%d] = c.a;\n", n * 4 + 3);
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}
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}
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}
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// Handle a single pass (either vertical or horizontal). The direction is given
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// by the vector (d_x, d_y). If the vector is 0, then planar interpolation is
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// used instead (samples from texture0 through textureN)
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void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler,
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int d_x, int d_y)
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{
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int N = scaler->kernel->size;
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bool use_ar = scaler->conf.antiring > 0;
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bool planar = d_x == 0 && d_y == 0;
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2016-02-23 16:18:17 +01:00
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GLSL(color = vec4(0.0);)
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2015-09-05 14:03:00 +02:00
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GLSLF("{\n");
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if (!planar) {
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2015-11-19 21:19:04 +01:00
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GLSLF("vec2 dir = vec2(%d.0, %d.0);\n", d_x, d_y);
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2015-09-05 14:03:00 +02:00
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GLSL(pt *= dir;)
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GLSL(float fcoord = dot(fract(pos * size - vec2(0.5)), dir);)
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2015-11-19 21:19:04 +01:00
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GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d.0);\n", N / 2 - 1);
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2015-09-05 14:03:00 +02:00
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}
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GLSL(vec4 c;)
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if (use_ar) {
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GLSL(vec4 hi = vec4(0.0);)
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GLSL(vec4 lo = vec4(1.0);)
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}
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pass_sample_separated_get_weights(sc, scaler);
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GLSLF("// scaler samples\n");
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for (int n = 0; n < N; n++) {
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if (planar) {
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GLSLF("c = texture(texture%d, texcoord%d);\n", n, n);
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} else {
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2015-11-19 21:19:04 +01:00
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GLSLF("c = texture(tex, base + pt * vec2(%d.0));\n", n);
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2015-09-05 14:03:00 +02:00
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}
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GLSLF("color += vec4(weights[%d]) * c;\n", n);
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if (use_ar && (n == N/2-1 || n == N/2)) {
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GLSL(lo = min(lo, c);)
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GLSL(hi = max(hi, c);)
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}
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}
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if (use_ar)
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GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n",
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scaler->conf.antiring);
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GLSLF("}\n");
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}
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2017-07-05 00:25:32 +02:00
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// Subroutine for computing and adding an individual texel contribution
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// If subtexel < 0, samples directly. Otherwise, takes the texel from cN[comp]
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static void polar_sample(struct gl_shader_cache *sc, struct scaler *scaler,
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int x, int y, int subtexel, int components)
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2015-09-05 14:03:00 +02:00
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{
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2017-03-05 02:13:18 +01:00
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double radius = scaler->kernel->f.radius * scaler->kernel->filter_scale;
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2017-07-03 11:23:48 +02:00
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double radius_cutoff = scaler->kernel->radius_cutoff;
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2017-07-05 00:25:32 +02:00
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// Since we can't know the subpixel position in advance, assume a
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// worst case scenario
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int yy = y > 0 ? y-1 : y;
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int xx = x > 0 ? x-1 : x;
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double dmax = sqrt(xx*xx + yy*yy);
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// Skip samples definitely outside the radius
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if (dmax >= radius_cutoff)
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return;
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GLSLF("d = length(vec2(%d.0, %d.0) - fcoord)/%f;\n", x, y, radius);
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// Check for samples that might be skippable
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bool maybe_skippable = dmax >= radius_cutoff - M_SQRT2;
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if (maybe_skippable)
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GLSLF("if (d < %f) {\n", radius_cutoff / radius);
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// get the weight for this pixel
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if (scaler->gl_target == GL_TEXTURE_1D) {
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GLSLF("w = texture1D(lut, LUT_POS(d, %d.0)).r;\n",
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scaler->lut_size);
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} else {
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GLSLF("w = texture(lut, vec2(0.5, LUT_POS(d, %d.0))).r;\n",
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scaler->lut_size);
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}
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GLSL(wsum += w;)
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if (subtexel < 0) {
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GLSLF("c0 = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y);
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GLSL(color += vec4(w) * c0;)
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} else {
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for (int n = 0; n < components; n++)
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GLSLF("color[%d] += w * c%d[%d];\n", n, n, subtexel);
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}
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if (maybe_skippable)
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GLSLF("}\n");
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}
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void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler,
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int components, int glsl_version)
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{
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2016-02-23 16:18:17 +01:00
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GLSL(color = vec4(0.0);)
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2015-09-05 14:03:00 +02:00
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GLSLF("{\n");
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GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
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GLSL(vec2 base = pos - fcoord * pt;)
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GLSLF("float w, d, wsum = 0.0;\n");
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2017-07-05 00:25:32 +02:00
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for (int n = 0; n < components; n++)
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GLSLF("vec4 c%d;\n", n);
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vo_opengl: dynamically manage texture units
A minor cleanup that makes the code simpler, and guarantees that we
cleanup the GL state properly at any point.
We do this by reusing the uniform caching, and assigning each sampler
uniform its own texture unit by incrementing a counter. This has various
subtle consequences for the GL driver, which hopefully don't matter. For
example, it will bind fewer textures at a time, but also rebind them
more often.
For some reason we keep TEXUNIT_VIDEO_NUM, because it limits the number
of hook passes that can be bound at the same time.
OSD rendering is an exception: we do many passes with the same shader,
and rebinding the texture each pass. For now, this is handled in an
unclean way, and we make the shader cache reserve texture unit 0 for the
OSD texture. At a later point, we should allocate that one dynamically
too, and just pass the texture unit to the OSD rendering code. Right now
I feel like vo_rpi.c (may it rot in hell) is in the way.
2016-09-14 20:42:52 +02:00
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gl_sc_uniform_tex(sc, "lut", scaler->gl_target, scaler->gl_lut);
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2017-07-05 00:25:32 +02:00
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2015-09-05 14:03:00 +02:00
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GLSLF("// scaler samples\n");
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2017-07-05 00:25:32 +02:00
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int bound = ceil(scaler->kernel->radius_cutoff);
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for (int y = 1-bound; y <= bound; y += 2) {
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for (int x = 1-bound; x <= bound; x += 2) {
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// First we figure out whether it's more efficient to use direct
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// sampling or gathering. The problem is that gathering 4 texels
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// only to discard some of them is very wasteful, so only do it if
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// we suspect it will be a win rather than a loss. This is the case
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// exactly when all four texels are within bounds
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bool use_gather = sqrt(x*x + y*y) < scaler->kernel->radius_cutoff;
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// textureGather is only supported in GLSL 400+
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if (glsl_version < 400)
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use_gather = false;
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if (use_gather) {
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// Gather the four surrounding texels simultaneously
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for (int n = 0; n < components; n++) {
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GLSLF("c%d = textureGatherOffset(tex, base, ivec2(%d, %d), %d);\n",
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n, x, y, n);
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}
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// Mix in all of the points with their weights
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for (int p = 0; p < 4; p++) {
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// The four texels are gathered counterclockwise starting
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// from the bottom left
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static const int xo[4] = {0, 1, 1, 0};
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static const int yo[4] = {1, 1, 0, 0};
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if (x+xo[p] > bound || y+yo[p] > bound)
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continue;
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polar_sample(sc, scaler, x+xo[p], y+yo[p], p, components);
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}
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2015-11-19 21:20:40 +01:00
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} else {
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2017-07-05 00:25:32 +02:00
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// switch to direct sampling instead, for efficiency/compatibility
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for (int yy = y; yy <= bound && yy <= y+1; yy++) {
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for (int xx = x; xx <= bound && xx <= x+1; xx++)
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polar_sample(sc, scaler, xx, yy, -1, components);
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}
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2015-09-05 14:03:00 +02:00
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}
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}
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}
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2017-07-05 00:25:32 +02:00
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2015-09-05 14:03:00 +02:00
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GLSL(color = color / vec4(wsum);)
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GLSLF("}\n");
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}
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static void bicubic_calcweights(struct gl_shader_cache *sc, const char *t, const char *s)
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{
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// Explanation of how bicubic scaling with only 4 texel fetches is done:
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// http://www.mate.tue.nl/mate/pdfs/10318.pdf
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// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
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// Explanation why this algorithm normally always blurs, even with unit
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// scaling:
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// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
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// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
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GLSLF("vec4 %s = vec4(-0.5, 0.1666, 0.3333, -0.3333) * %s"
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" + vec4(1, 0, -0.5, 0.5);\n", t, s);
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GLSLF("%s = %s * %s + vec4(0, 0, -0.5, 0.5);\n", t, t, s);
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GLSLF("%s = %s * %s + vec4(-0.6666, 0, 0.8333, 0.1666);\n", t, t, s);
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GLSLF("%s.xy *= vec2(1, 1) / vec2(%s.z, %s.w);\n", t, t, t);
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2016-05-16 12:10:47 +02:00
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GLSLF("%s.xy += vec2(1.0 + %s, 1.0 - %s);\n", t, s, s);
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2015-09-05 14:03:00 +02:00
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}
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void pass_sample_bicubic_fast(struct gl_shader_cache *sc)
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{
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GLSLF("{\n");
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GLSL(vec2 fcoord = fract(pos * size + vec2(0.5, 0.5));)
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bicubic_calcweights(sc, "parmx", "fcoord.x");
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bicubic_calcweights(sc, "parmy", "fcoord.y");
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GLSL(vec4 cdelta;)
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2016-05-14 12:02:02 +02:00
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GLSL(cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);)
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GLSL(cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);)
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2015-09-05 14:03:00 +02:00
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// first y-interpolation
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GLSL(vec4 ar = texture(tex, pos + cdelta.xy);)
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GLSL(vec4 ag = texture(tex, pos + cdelta.xw);)
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GLSL(vec4 ab = mix(ag, ar, parmy.b);)
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// second y-interpolation
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GLSL(vec4 br = texture(tex, pos + cdelta.zy);)
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GLSL(vec4 bg = texture(tex, pos + cdelta.zw);)
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GLSL(vec4 aa = mix(bg, br, parmy.b);)
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// x-interpolation
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GLSL(color = mix(aa, ab, parmx.b);)
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GLSLF("}\n");
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}
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void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
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int w, int h)
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{
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GLSLF("{\n");
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2017-07-07 13:45:25 +02:00
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GLSL(vec2 pos = pos - vec2(0.5) * pt;) // round to nearest
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2015-09-05 14:03:00 +02:00
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GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
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|
// Determine the mixing coefficient vector
|
|
|
|
gl_sc_uniform_vec2(sc, "output_size", (float[2]){w, h});
|
2016-04-12 15:55:48 +02:00
|
|
|
GLSL(vec2 coeff = fcoord * output_size/size;)
|
2015-09-05 14:03:00 +02:00
|
|
|
float threshold = scaler->conf.kernel.params[0];
|
2016-04-12 15:55:48 +02:00
|
|
|
threshold = isnan(threshold) ? 0.0 : threshold;
|
|
|
|
GLSLF("coeff = (coeff - %f) / %f;\n", threshold, 1.0 - 2 * threshold);
|
|
|
|
GLSL(coeff = clamp(coeff, 0.0, 1.0);)
|
2015-09-05 14:03:00 +02:00
|
|
|
// Compute the right blend of colors
|
2016-04-12 15:55:48 +02:00
|
|
|
GLSL(color = texture(tex, pos + pt * (coeff - fcoord));)
|
2015-09-05 14:03:00 +02:00
|
|
|
GLSLF("}\n");
|
|
|
|
}
|
|
|
|
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
// Common constants for SMPTE ST.2084 (HDR)
|
2017-06-13 17:09:02 +02:00
|
|
|
static const float PQ_M1 = 2610./4096 * 1./4,
|
|
|
|
PQ_M2 = 2523./4096 * 128,
|
|
|
|
PQ_C1 = 3424./4096,
|
|
|
|
PQ_C2 = 2413./4096 * 32,
|
|
|
|
PQ_C3 = 2392./4096 * 32;
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
|
2017-06-13 17:09:02 +02:00
|
|
|
// Common constants for ARIB STD-B67 (HLG)
|
|
|
|
static const float HLG_A = 0.17883277,
|
|
|
|
HLG_B = 0.28466892,
|
|
|
|
HLG_C = 0.55991073;
|
2016-06-26 19:04:36 +02:00
|
|
|
|
2016-06-26 19:28:06 +02:00
|
|
|
// Common constants for Panasonic V-Log
|
|
|
|
static const float VLOG_B = 0.00873,
|
|
|
|
VLOG_C = 0.241514,
|
2017-06-10 14:01:25 +02:00
|
|
|
VLOG_D = 0.598206;
|
2016-06-26 19:28:06 +02:00
|
|
|
|
2017-06-10 02:05:28 +02:00
|
|
|
// Common constants for Sony S-Log
|
|
|
|
static const float SLOG_A = 0.432699,
|
|
|
|
SLOG_B = 0.037584,
|
2017-06-10 02:51:32 +02:00
|
|
|
SLOG_C = 0.616596 + 0.03,
|
|
|
|
SLOG_P = 3.538813,
|
|
|
|
SLOG_Q = 0.030001,
|
|
|
|
SLOG_K2 = 155.0 / 219.0;
|
2017-06-10 02:05:28 +02:00
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
// Linearize (expand), given a TRC as input. In essence, this is the ITU-R
|
|
|
|
// EOTF, calculated on an idealized (reference) monitor with a white point of
|
|
|
|
// MP_REF_WHITE and infinite contrast.
|
2015-09-05 14:03:00 +02:00
|
|
|
void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
|
|
|
|
{
|
|
|
|
if (trc == MP_CSP_TRC_LINEAR)
|
|
|
|
return;
|
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
GLSLF("// linearize\n");
|
|
|
|
|
2016-07-05 18:03:19 +02:00
|
|
|
// Note that this clamp may technically violate the definition of
|
|
|
|
// ITU-R BT.2100, which allows for sub-blacks and super-whites to be
|
|
|
|
// displayed on the display where such would be possible. That said, the
|
|
|
|
// problem is that not all gamma curves are well-defined on the values
|
|
|
|
// outside this range, so we ignore it and just clip anyway for sanity.
|
2015-09-05 14:03:00 +02:00
|
|
|
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
|
2016-07-05 18:03:19 +02:00
|
|
|
|
2015-09-05 14:03:00 +02:00
|
|
|
switch (trc) {
|
2015-09-30 23:05:42 +02:00
|
|
|
case MP_CSP_TRC_SRGB:
|
|
|
|
GLSL(color.rgb = mix(color.rgb / vec3(12.92),
|
|
|
|
pow((color.rgb + vec3(0.055))/vec3(1.055), vec3(2.4)),
|
|
|
|
lessThan(vec3(0.04045), color.rgb));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_BT_1886:
|
2016-02-13 15:33:00 +01:00
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(2.4));)
|
2015-09-30 23:05:42 +02:00
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA18:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.8));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA22:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(2.2));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA28:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(2.8));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_PRO_PHOTO:
|
|
|
|
GLSL(color.rgb = mix(color.rgb / vec3(16.0),
|
|
|
|
pow(color.rgb, vec3(1.8)),
|
|
|
|
lessThan(vec3(0.03125), color.rgb));)
|
|
|
|
break;
|
2017-06-13 17:09:02 +02:00
|
|
|
case MP_CSP_TRC_PQ:
|
|
|
|
GLSLF("color.rgb = pow(color.rgb, vec3(1.0/%f));\n", PQ_M2);
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
GLSLF("color.rgb = max(color.rgb - vec3(%f), vec3(0.0)) \n"
|
|
|
|
" / (vec3(%f) - vec3(%f) * color.rgb);\n",
|
2017-06-13 17:09:02 +02:00
|
|
|
PQ_C1, PQ_C2, PQ_C3);
|
|
|
|
GLSLF("color.rgb = pow(color.rgb, vec3(1.0/%f));\n", PQ_M1);
|
2017-06-10 14:01:25 +02:00
|
|
|
// PQ's output range is 0-10000, but we need it to be relative to to
|
|
|
|
// MP_REF_WHITE instead, so rescale
|
|
|
|
GLSLF("color.rgb *= vec3(%f);\n", 10000 / MP_REF_WHITE);
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
break;
|
2017-06-13 17:09:02 +02:00
|
|
|
case MP_CSP_TRC_HLG:
|
2016-06-26 19:04:36 +02:00
|
|
|
GLSLF("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,\n"
|
|
|
|
" exp((color.rgb - vec3(%f)) / vec3(%f)) + vec3(%f),\n"
|
|
|
|
" lessThan(vec3(0.5), color.rgb));\n",
|
2017-06-13 17:09:02 +02:00
|
|
|
HLG_C, HLG_A, HLG_B);
|
2016-06-26 19:04:36 +02:00
|
|
|
break;
|
2016-06-26 19:28:06 +02:00
|
|
|
case MP_CSP_TRC_V_LOG:
|
|
|
|
GLSLF("color.rgb = mix((color.rgb - vec3(0.125)) / vec3(5.6), \n"
|
|
|
|
" pow(vec3(10.0), (color.rgb - vec3(%f)) / vec3(%f)) \n"
|
|
|
|
" - vec3(%f), \n"
|
|
|
|
" lessThanEqual(vec3(0.181), color.rgb)); \n",
|
|
|
|
VLOG_D, VLOG_C, VLOG_B);
|
|
|
|
break;
|
2017-06-10 02:05:28 +02:00
|
|
|
case MP_CSP_TRC_S_LOG1:
|
|
|
|
GLSLF("color.rgb = pow(vec3(10.0), (color.rgb - vec3(%f)) / vec3(%f))\n"
|
|
|
|
" - vec3(%f);\n",
|
|
|
|
SLOG_C, SLOG_A, SLOG_B);
|
|
|
|
break;
|
2017-06-10 02:51:32 +02:00
|
|
|
case MP_CSP_TRC_S_LOG2:
|
|
|
|
GLSLF("color.rgb = mix((color.rgb - vec3(%f)) / vec3(%f), \n"
|
|
|
|
" (pow(vec3(10.0), (color.rgb - vec3(%f)) / vec3(%f)) \n"
|
|
|
|
" - vec3(%f)) / vec3(%f), \n"
|
|
|
|
" lessThanEqual(vec3(%f), color.rgb)); \n",
|
|
|
|
SLOG_Q, SLOG_P, SLOG_C, SLOG_A, SLOG_B, SLOG_K2, SLOG_Q);
|
|
|
|
break;
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
default:
|
|
|
|
abort();
|
2015-09-05 14:03:00 +02:00
|
|
|
}
|
2017-06-10 14:01:25 +02:00
|
|
|
|
|
|
|
// Rescale to prevent clipping on non-float textures
|
|
|
|
GLSLF("color.rgb /= vec3(%f);\n", mp_trc_nom_peak(trc));
|
2015-09-05 14:03:00 +02:00
|
|
|
}
|
|
|
|
|
2016-07-05 18:03:19 +02:00
|
|
|
// Delinearize (compress), given a TRC as output. This corresponds to the
|
2017-06-10 14:01:25 +02:00
|
|
|
// inverse EOTF (not the OETF) in ITU-R terminology, again assuming a
|
|
|
|
// reference monitor.
|
2015-09-05 14:03:00 +02:00
|
|
|
void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
|
|
|
|
{
|
|
|
|
if (trc == MP_CSP_TRC_LINEAR)
|
|
|
|
return;
|
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
GLSLF("// delinearize\n");
|
2015-09-05 14:03:00 +02:00
|
|
|
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
|
2017-06-10 14:01:25 +02:00
|
|
|
GLSLF("color.rgb *= vec3(%f);\n", mp_trc_nom_peak(trc));
|
|
|
|
|
2015-09-05 14:03:00 +02:00
|
|
|
switch (trc) {
|
2015-09-30 23:05:42 +02:00
|
|
|
case MP_CSP_TRC_SRGB:
|
|
|
|
GLSL(color.rgb = mix(color.rgb * vec3(12.92),
|
|
|
|
vec3(1.055) * pow(color.rgb, vec3(1.0/2.4))
|
|
|
|
- vec3(0.055),
|
|
|
|
lessThanEqual(vec3(0.0031308), color.rgb));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_BT_1886:
|
2016-02-13 15:33:00 +01:00
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
|
2015-09-30 23:05:42 +02:00
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA18:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.0/1.8));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA22:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.2));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_GAMMA28:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.8));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_TRC_PRO_PHOTO:
|
|
|
|
GLSL(color.rgb = mix(color.rgb * vec3(16.0),
|
|
|
|
pow(color.rgb, vec3(1.0/1.8)),
|
|
|
|
lessThanEqual(vec3(0.001953), color.rgb));)
|
|
|
|
break;
|
2017-06-13 17:09:02 +02:00
|
|
|
case MP_CSP_TRC_PQ:
|
2017-06-10 14:01:25 +02:00
|
|
|
GLSLF("color.rgb /= vec3(%f);\n", 10000 / MP_REF_WHITE);
|
2017-06-13 17:09:02 +02:00
|
|
|
GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M1);
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
GLSLF("color.rgb = (vec3(%f) + vec3(%f) * color.rgb) \n"
|
|
|
|
" / (vec3(1.0) + vec3(%f) * color.rgb);\n",
|
2017-06-13 17:09:02 +02:00
|
|
|
PQ_C1, PQ_C2, PQ_C3);
|
|
|
|
GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M2);
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
break;
|
2017-06-13 17:09:02 +02:00
|
|
|
case MP_CSP_TRC_HLG:
|
2016-06-26 19:04:36 +02:00
|
|
|
GLSLF("color.rgb = mix(vec3(0.5) * sqrt(color.rgb),\n"
|
|
|
|
" vec3(%f) * log(color.rgb - vec3(%f)) + vec3(%f),\n"
|
|
|
|
" lessThan(vec3(1.0), color.rgb));\n",
|
2017-06-13 17:09:02 +02:00
|
|
|
HLG_A, HLG_B, HLG_C);
|
2016-06-26 19:04:36 +02:00
|
|
|
break;
|
2016-06-26 19:28:06 +02:00
|
|
|
case MP_CSP_TRC_V_LOG:
|
|
|
|
GLSLF("color.rgb = mix(vec3(5.6) * color.rgb + vec3(0.125), \n"
|
|
|
|
" vec3(%f) * log(color.rgb + vec3(%f)) \n"
|
|
|
|
" + vec3(%f), \n"
|
|
|
|
" lessThanEqual(vec3(0.01), color.rgb)); \n",
|
|
|
|
VLOG_C / M_LN10, VLOG_B, VLOG_D);
|
|
|
|
break;
|
2017-06-10 02:05:28 +02:00
|
|
|
case MP_CSP_TRC_S_LOG1:
|
|
|
|
GLSLF("color.rgb = vec3(%f) * log(color.rgb + vec3(%f)) + vec3(%f);\n",
|
|
|
|
SLOG_A / M_LN10, SLOG_B, SLOG_C);
|
|
|
|
break;
|
2017-06-10 02:51:32 +02:00
|
|
|
case MP_CSP_TRC_S_LOG2:
|
|
|
|
GLSLF("color.rgb = mix(vec3(%f) * color.rgb + vec3(%f), \n"
|
|
|
|
" vec3(%f) * log(vec3(%f) * color.rgb + vec3(%f)) \n"
|
|
|
|
" + vec3(%f), \n"
|
|
|
|
" lessThanEqual(vec3(0.0), color.rgb)); \n",
|
|
|
|
SLOG_P, SLOG_Q, SLOG_A / M_LN10, SLOG_K2, SLOG_B, SLOG_C);
|
|
|
|
break;
|
vo_opengl: implement HDR (SMPTE ST2084)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
2016-05-15 20:16:12 +02:00
|
|
|
default:
|
|
|
|
abort();
|
2015-09-05 14:03:00 +02:00
|
|
|
}
|
|
|
|
}
|
2015-09-05 17:39:27 +02:00
|
|
|
|
2017-06-14 20:06:56 +02:00
|
|
|
// Apply the OOTF mapping from a given light type to display-referred light.
|
|
|
|
// The extra peak parameter is used to scale the values before and after
|
|
|
|
// the OOTF, and can be inferred using mp_trc_nom_peak
|
|
|
|
void pass_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, float peak)
|
|
|
|
{
|
|
|
|
if (light == MP_CSP_LIGHT_DISPLAY)
|
|
|
|
return;
|
|
|
|
|
|
|
|
GLSLF("// apply ootf\n", sc);
|
|
|
|
GLSLF("color.rgb *= vec3(%f);\n", peak);
|
|
|
|
|
|
|
|
switch (light)
|
|
|
|
{
|
|
|
|
case MP_CSP_LIGHT_SCENE_HLG:
|
|
|
|
// HLG OOTF from BT.2100, assuming a reference display with a
|
|
|
|
// peak of 1000 cd/m² -> gamma = 1.2
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("color.rgb *= vec3(%f * pow(dot(src_luma, color.rgb), 0.2));\n",
|
2017-06-14 20:06:56 +02:00
|
|
|
(1000 / MP_REF_WHITE) / pow(12, 1.2));
|
|
|
|
break;
|
|
|
|
case MP_CSP_LIGHT_SCENE_709_1886:
|
|
|
|
// This OOTF is defined by encoding the result as 709 and then decoding
|
|
|
|
// it as 1886; although this is called 709_1886 we actually use the
|
|
|
|
// more precise (by one decimal) values from BT.2020 instead
|
|
|
|
GLSL(color.rgb = mix(color.rgb * vec3(4.5),
|
|
|
|
vec3(1.0993) * pow(color.rgb, vec3(0.45)) - vec3(0.0993),
|
|
|
|
lessThan(vec3(0.0181), color.rgb));)
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(2.4));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_LIGHT_SCENE_1_2:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.2));)
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
abort();
|
|
|
|
}
|
|
|
|
|
|
|
|
GLSLF("color.rgb /= vec3(%f);\n", peak);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Inverse of the function pass_ootf, for completeness' sake. Note that the
|
|
|
|
// inverse OOTF for MP_CSP_LIGHT_SCENE_HLG has no analytical solution and is
|
|
|
|
// therefore unimplemented. Care must be used to never call this function
|
|
|
|
// in that way.(In principle, a iterative algorithm can approach
|
|
|
|
// the solution numerically, but this is tricky and we don't really need it
|
|
|
|
// since mpv currently only supports outputting display-referred light)
|
|
|
|
void pass_inverse_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, float peak)
|
|
|
|
{
|
|
|
|
if (light == MP_CSP_LIGHT_DISPLAY)
|
|
|
|
return;
|
|
|
|
|
|
|
|
GLSLF("// apply inverse ootf\n");
|
|
|
|
GLSLF("color.rgb *= vec3(%f);\n", peak);
|
|
|
|
|
|
|
|
switch (light)
|
|
|
|
{
|
|
|
|
case MP_CSP_LIGHT_SCENE_HLG:
|
|
|
|
// Has no analytical solution
|
|
|
|
abort();
|
|
|
|
break;
|
|
|
|
case MP_CSP_LIGHT_SCENE_709_1886:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1/2.4));)
|
|
|
|
GLSL(color.rgb = mix(color.rgb / vec3(4.5),
|
|
|
|
pow((color.rgb + vec3(0.0993)) / vec3(1.0993), vec3(1/0.45)),
|
|
|
|
lessThan(vec3(0.08145), color.rgb));)
|
|
|
|
break;
|
|
|
|
case MP_CSP_LIGHT_SCENE_1_2:
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1/1.2));)
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
abort();
|
|
|
|
}
|
|
|
|
|
|
|
|
GLSLF("color.rgb /= vec3(%f);\n", peak);
|
|
|
|
}
|
|
|
|
|
2016-05-30 19:56:58 +02:00
|
|
|
// Tone map from a known peak brightness to the range [0,1]
|
2016-06-29 09:28:17 +02:00
|
|
|
static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
|
2017-07-06 05:43:00 +02:00
|
|
|
enum tone_mapping algo, float param, float desat)
|
2016-05-16 02:44:30 +02:00
|
|
|
{
|
2016-06-29 09:28:17 +02:00
|
|
|
GLSLF("// HDR tone mapping\n");
|
|
|
|
|
2017-06-27 01:05:43 +02:00
|
|
|
// To prevent discoloration, we tone map on the luminance only
|
|
|
|
GLSL(float luma = dot(src_luma, color.rgb);)
|
|
|
|
GLSL(float luma_orig = luma;)
|
|
|
|
|
2017-07-06 05:43:00 +02:00
|
|
|
// Desaturate the color using a coefficient dependent on the brightness
|
|
|
|
if (desat > 0 && ref_peak > desat) {
|
2017-07-07 11:26:30 +02:00
|
|
|
GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
|
2017-07-06 05:43:00 +02:00
|
|
|
GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
|
|
|
|
}
|
|
|
|
|
2016-05-16 02:44:30 +02:00
|
|
|
switch (algo) {
|
|
|
|
case TONE_MAPPING_CLIP:
|
2017-07-07 21:00:21 +02:00
|
|
|
GLSLF("luma = clamp(%f * luma, 0.0, 1.0);\n", isnan(param) ? 1.0 : param);
|
2016-05-16 02:44:30 +02:00
|
|
|
break;
|
|
|
|
|
2017-06-09 09:16:06 +02:00
|
|
|
case TONE_MAPPING_MOBIUS: {
|
|
|
|
float j = isnan(param) ? 0.3 : param;
|
|
|
|
// solve for M(j) = j; M(ref_peak) = 1.0; M'(j) = 1.0
|
|
|
|
// where M(x) = scale * (x+a)/(x+b)
|
|
|
|
float a = -j*j * (ref_peak - 1) / (j*j - 2*j + ref_peak),
|
|
|
|
b = (j*j - 2*j*ref_peak + ref_peak) / (ref_peak - 1);
|
|
|
|
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("luma = mix(%f * (luma + %f) / (luma + %f), luma, luma <= %f);\n",
|
2017-06-09 09:16:06 +02:00
|
|
|
(b*b + 2*b*j + j*j) / (b - a), a, b, j);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-05-30 12:30:23 +02:00
|
|
|
case TONE_MAPPING_REINHARD: {
|
2016-05-16 02:44:30 +02:00
|
|
|
float contrast = isnan(param) ? 0.5 : param,
|
|
|
|
offset = (1.0 - contrast) / contrast;
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("luma = luma / (luma + %f);\n", offset);
|
|
|
|
GLSLF("luma *= %f;\n", (ref_peak + offset) / ref_peak);
|
2016-05-16 02:44:30 +02:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-05-30 12:48:01 +02:00
|
|
|
case TONE_MAPPING_HABLE: {
|
|
|
|
float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30;
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLHF("float hable(float x) {\n");
|
2016-05-30 12:48:01 +02:00
|
|
|
GLSLHF("return ((x * (%f*x + %f)+%f)/(x * (%f*x + %f) + %f)) - %f;\n",
|
|
|
|
A, C*B, D*E, A, B, D*F, E/F);
|
|
|
|
GLSLHF("}\n");
|
|
|
|
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("luma = hable(luma) / hable(%f);\n", ref_peak);
|
2016-05-30 12:48:01 +02:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-05-16 02:44:30 +02:00
|
|
|
case TONE_MAPPING_GAMMA: {
|
|
|
|
float gamma = isnan(param) ? 1.8 : param;
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("luma = pow(luma / %f, %f);\n", ref_peak, 1.0/gamma);
|
2016-05-16 02:44:30 +02:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case TONE_MAPPING_LINEAR: {
|
|
|
|
float coeff = isnan(param) ? 1.0 : param;
|
2017-06-27 01:05:43 +02:00
|
|
|
GLSLF("luma = %f * luma;\n", coeff / ref_peak);
|
2016-05-16 02:44:30 +02:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
|
|
abort();
|
|
|
|
}
|
2017-06-27 01:05:43 +02:00
|
|
|
|
|
|
|
// Apply the computed brightness difference back to the original color
|
|
|
|
GLSL(color.rgb *= luma / luma_orig;)
|
2016-05-16 02:44:30 +02:00
|
|
|
}
|
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
// Map colors from one source space to another. These source spaces must be
|
|
|
|
// known (i.e. not MP_CSP_*_AUTO), as this function won't perform any
|
|
|
|
// auto-guessing. If is_linear is true, we assume the input has already been
|
|
|
|
// linearized (e.g. for linear-scaling)
|
2016-06-29 09:28:17 +02:00
|
|
|
void pass_color_map(struct gl_shader_cache *sc,
|
|
|
|
struct mp_colorspace src, struct mp_colorspace dst,
|
2017-06-10 14:01:25 +02:00
|
|
|
enum tone_mapping algo, float tone_mapping_param,
|
2017-07-06 05:43:00 +02:00
|
|
|
float tone_mapping_desat, bool is_linear)
|
2016-06-29 09:28:17 +02:00
|
|
|
{
|
|
|
|
GLSLF("// color mapping\n");
|
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
// Compute the highest encodable level
|
|
|
|
float src_range = mp_trc_nom_peak(src.gamma),
|
|
|
|
dst_range = mp_trc_nom_peak(dst.gamma);
|
|
|
|
|
2017-06-27 01:05:43 +02:00
|
|
|
// Some operations need access to the video's luma coefficients (src
|
|
|
|
// colorspace), so make it available
|
|
|
|
struct mp_csp_primaries prim = mp_get_csp_primaries(src.primaries);
|
|
|
|
float rgb2xyz[3][3];
|
|
|
|
mp_get_rgb2xyz_matrix(prim, rgb2xyz);
|
|
|
|
gl_sc_uniform_vec3(sc, "src_luma", rgb2xyz[1]);
|
|
|
|
|
2016-06-29 09:28:17 +02:00
|
|
|
// All operations from here on require linear light as a starting point,
|
|
|
|
// so we linearize even if src.gamma == dst.gamma when one of the other
|
|
|
|
// operations needs it
|
|
|
|
bool need_gamma = src.gamma != dst.gamma ||
|
|
|
|
src.primaries != dst.primaries ||
|
2017-06-10 14:01:25 +02:00
|
|
|
src_range != dst_range ||
|
2017-06-14 20:06:56 +02:00
|
|
|
src.sig_peak > dst_range ||
|
|
|
|
src.light != dst.light;
|
2016-06-29 09:28:17 +02:00
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
if (need_gamma && !is_linear) {
|
2016-06-29 09:28:17 +02:00
|
|
|
pass_linearize(sc, src.gamma);
|
2017-06-10 14:01:25 +02:00
|
|
|
is_linear= true;
|
|
|
|
}
|
2016-06-29 09:28:17 +02:00
|
|
|
|
2017-06-14 20:06:56 +02:00
|
|
|
if (src.light != dst.light)
|
|
|
|
pass_ootf(sc, src.light, mp_trc_nom_peak(src.gamma));
|
2016-07-05 18:03:19 +02:00
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
// Rescale the signal to compensate for differences in the encoding range
|
|
|
|
// and reference white level. This is necessary because of how mpv encodes
|
|
|
|
// brightness in textures.
|
|
|
|
if (src_range != dst_range) {
|
|
|
|
GLSLF("// rescale value range;\n");
|
|
|
|
GLSLF("color.rgb *= vec3(%f);\n", src_range / dst_range);
|
|
|
|
}
|
2016-06-29 09:28:17 +02:00
|
|
|
|
|
|
|
// Tone map to prevent clipping when the source signal peak exceeds the
|
2017-06-10 14:01:25 +02:00
|
|
|
// encodable range
|
2017-07-06 05:43:00 +02:00
|
|
|
if (src.sig_peak > dst_range) {
|
|
|
|
pass_tone_map(sc, src.sig_peak / dst_range, algo, tone_mapping_param,
|
|
|
|
tone_mapping_desat);
|
|
|
|
}
|
2016-06-29 09:28:17 +02:00
|
|
|
|
|
|
|
// Adapt to the right colorspace if necessary
|
|
|
|
if (src.primaries != dst.primaries) {
|
|
|
|
struct mp_csp_primaries csp_src = mp_get_csp_primaries(src.primaries),
|
|
|
|
csp_dst = mp_get_csp_primaries(dst.primaries);
|
|
|
|
float m[3][3] = {{0}};
|
|
|
|
mp_get_cms_matrix(csp_src, csp_dst, MP_INTENT_RELATIVE_COLORIMETRIC, m);
|
|
|
|
gl_sc_uniform_mat3(sc, "cms_matrix", true, &m[0][0]);
|
|
|
|
GLSL(color.rgb = cms_matrix * color.rgb;)
|
|
|
|
}
|
|
|
|
|
2017-06-14 20:06:56 +02:00
|
|
|
if (src.light != dst.light)
|
|
|
|
pass_inverse_ootf(sc, dst.light, mp_trc_nom_peak(dst.gamma));
|
|
|
|
|
2017-06-10 14:01:25 +02:00
|
|
|
if (is_linear)
|
2016-06-29 09:28:17 +02:00
|
|
|
pass_delinearize(sc, dst.gamma);
|
|
|
|
}
|
|
|
|
|
2015-09-05 17:39:27 +02:00
|
|
|
// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
|
|
|
|
// Obtain random numbers by calling rand(h), followed by h = permute(h) to
|
2016-05-14 07:05:04 +02:00
|
|
|
// update the state. Assumes the texture was hooked.
|
2015-09-05 17:39:27 +02:00
|
|
|
static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg)
|
|
|
|
{
|
|
|
|
GLSLH(float mod289(float x) { return x - floor(x / 289.0) * 289.0; })
|
|
|
|
GLSLH(float permute(float x) { return mod289((34.0*x + 1.0) * x); })
|
|
|
|
GLSLH(float rand(float x) { return fract(x / 41.0); })
|
|
|
|
|
|
|
|
// Initialize the PRNG by hashing the position + a random uniform
|
2016-05-14 07:05:04 +02:00
|
|
|
GLSL(vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);)
|
2015-09-05 17:39:27 +02:00
|
|
|
GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);)
|
|
|
|
gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX);
|
|
|
|
}
|
|
|
|
|
2015-09-23 22:21:59 +02:00
|
|
|
struct deband_opts {
|
|
|
|
int enabled;
|
|
|
|
int iterations;
|
|
|
|
float threshold;
|
|
|
|
float range;
|
|
|
|
float grain;
|
|
|
|
};
|
|
|
|
|
2015-09-05 17:39:27 +02:00
|
|
|
const struct deband_opts deband_opts_def = {
|
2015-10-21 11:09:01 +02:00
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.iterations = 1,
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2015-09-05 17:39:27 +02:00
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.threshold = 64.0,
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2015-10-21 11:09:01 +02:00
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.range = 16.0,
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2015-09-05 17:39:27 +02:00
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.grain = 48.0,
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};
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#define OPT_BASE_STRUCT struct deband_opts
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const struct m_sub_options deband_conf = {
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.opts = (const m_option_t[]) {
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OPT_INTRANGE("iterations", iterations, 0, 1, 16),
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OPT_FLOATRANGE("threshold", threshold, 0, 0.0, 4096.0),
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OPT_FLOATRANGE("range", range, 0, 1.0, 64.0),
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OPT_FLOATRANGE("grain", grain, 0, 0.0, 4096.0),
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{0}
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},
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.size = sizeof(struct deband_opts),
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.defaults = &deband_opts_def,
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};
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2016-05-14 07:05:04 +02:00
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// Stochastically sample a debanded result from a hooked texture.
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2015-09-05 17:39:27 +02:00
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void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
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2016-05-14 07:05:04 +02:00
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AVLFG *lfg)
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2015-09-05 17:39:27 +02:00
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{
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2016-05-14 07:05:04 +02:00
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// Initialize the PRNG
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2016-02-23 16:18:17 +01:00
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GLSLF("{\n");
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2015-09-05 17:39:27 +02:00
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prng_init(sc, lfg);
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// Helper: Compute a stochastic approximation of the avg color around a
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// pixel
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2016-05-14 07:05:04 +02:00
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GLSLHF("vec4 average(float range, inout float h) {\n");
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2015-09-05 17:39:27 +02:00
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// Compute a random rangle and distance
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GLSLH(float dist = rand(h) * range; h = permute(h);)
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GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
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2016-05-14 07:05:04 +02:00
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GLSLH(vec2 o = dist * vec2(cos(dir), sin(dir));)
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2015-09-05 17:39:27 +02:00
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// Sample at quarter-turn intervals around the source pixel
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|
GLSLH(vec4 ref[4];)
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2016-05-14 07:05:04 +02:00
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GLSLH(ref[0] = HOOKED_texOff(vec2( o.x, o.y));)
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GLSLH(ref[1] = HOOKED_texOff(vec2(-o.y, o.x));)
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GLSLH(ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));)
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GLSLH(ref[3] = HOOKED_texOff(vec2( o.y, -o.x));)
|
2015-09-05 17:39:27 +02:00
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|
// Return the (normalized) average
|
2016-05-14 07:05:04 +02:00
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|
GLSLH(return (ref[0] + ref[1] + ref[2] + ref[3])/4.0;)
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|
GLSLHF("}\n");
|
2015-09-05 17:39:27 +02:00
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|
// Sample the source pixel
|
2016-05-14 07:05:04 +02:00
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|
GLSL(color = HOOKED_tex(HOOKED_pos);)
|
2015-09-05 17:39:27 +02:00
|
|
|
GLSLF("vec4 avg, diff;\n");
|
|
|
|
for (int i = 1; i <= opts->iterations; i++) {
|
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|
|
// Sample the average pixel and use it instead of the original if
|
|
|
|
// the difference is below the given threshold
|
2016-05-14 07:05:04 +02:00
|
|
|
GLSLF("avg = average(%f, h);\n", i * opts->range);
|
2015-09-05 17:39:27 +02:00
|
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|
GLSL(diff = abs(color - avg);)
|
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|
|
GLSLF("color = mix(avg, color, greaterThan(diff, vec4(%f)));\n",
|
|
|
|
opts->threshold / (i * 16384.0));
|
|
|
|
}
|
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|
|
|
|
|
|
// Add some random noise to smooth out residual differences
|
|
|
|
GLSL(vec3 noise;)
|
|
|
|
GLSL(noise.x = rand(h); h = permute(h);)
|
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|
|
GLSL(noise.y = rand(h); h = permute(h);)
|
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|
|
GLSL(noise.z = rand(h); h = permute(h);)
|
|
|
|
GLSLF("color.xyz += %f * (noise - vec3(0.5));\n", opts->grain/8192.0);
|
2016-02-23 16:18:17 +01:00
|
|
|
GLSLF("}\n");
|
2015-09-05 17:39:27 +02:00
|
|
|
}
|
2015-09-23 22:43:27 +02:00
|
|
|
|
2016-05-14 07:05:04 +02:00
|
|
|
// Assumes the texture was hooked
|
2016-04-19 20:45:40 +02:00
|
|
|
void pass_sample_unsharp(struct gl_shader_cache *sc, float param) {
|
2015-09-23 22:43:27 +02:00
|
|
|
GLSLF("{\n");
|
2016-05-14 07:05:04 +02:00
|
|
|
GLSL(float st1 = 1.2;)
|
|
|
|
GLSL(vec4 p = HOOKED_tex(HOOKED_pos);)
|
|
|
|
GLSL(vec4 sum1 = HOOKED_texOff(st1 * vec2(+1, +1))
|
|
|
|
+ HOOKED_texOff(st1 * vec2(+1, -1))
|
|
|
|
+ HOOKED_texOff(st1 * vec2(-1, +1))
|
|
|
|
+ HOOKED_texOff(st1 * vec2(-1, -1));)
|
|
|
|
GLSL(float st2 = 1.5;)
|
|
|
|
GLSL(vec4 sum2 = HOOKED_texOff(st2 * vec2(+1, 0))
|
|
|
|
+ HOOKED_texOff(st2 * vec2( 0, +1))
|
|
|
|
+ HOOKED_texOff(st2 * vec2(-1, 0))
|
|
|
|
+ HOOKED_texOff(st2 * vec2( 0, -1));)
|
2015-09-23 22:43:27 +02:00
|
|
|
GLSL(vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;)
|
|
|
|
GLSLF("color = p + t * %f;\n", param);
|
|
|
|
GLSLF("}\n");
|
|
|
|
}
|