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vo_gpu: change --tone-mapping-desaturate algorithm
Comparing mpv's implementation against the ACES ODR reference samples and algorithms, it seems like they're happy desaturating highlights _way_ more aggressively than mpv currently does. And indeed, looking at some example clips like The Redwoods (which is actually well-mastered), the current desaturation produces unnatural-looking brightness fringes where the sky meets the treeline. Adjust the algorithm to make it apply to a much larger, more gradual brightness region; and change the interpretation of the parameter. As a bonus, the new parameter is actually sanely scaled (higher values = more desaturation). Also, make it scale based on the signal level instead of the luminance, to avoid under-desaturating bright blues.
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@ -4896,14 +4896,15 @@ The following video options are currently all specific to ``--vo=gpu`` and
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some drivers, so enable at your own risk.
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``--tone-mapping-desaturate=<value>``
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Apply desaturation for highlights that exceed this level of brightness. The
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higher the parameter, the more color information will be preserved. This
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setting helps prevent unnaturally blown-out colors for super-highlights, by
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(smoothly) turning into white instead. This makes images feel more natural,
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at the cost of reducing information about out-of-range colors.
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Apply desaturation for highlights. The parameter essentially controls the
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steepness of the desaturation curve. The higher the parameter, the more
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aggressively colors will be desaturated. This setting helps prevent
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unnaturally blown-out colors for super-highlights, by (smoothly) turning
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into white instead. This makes images feel more natural, at the cost of
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reducing information about out-of-range colors.
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The default of 2.0 is somewhat conservative and will mostly just apply to
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skies or directly sunlit surfaces. A setting of 0.0 disables this option.
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The default of 1.0 provides a good balance that roughly matches the look
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and feel of the ACES ODT curves. A setting of 0.0 disables this option.
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``--gamut-warning``
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If enabled, mpv will mark all clipped/out-of-gamut pixels that exceed a
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@ -311,7 +311,7 @@ static const struct gl_video_opts gl_video_opts_def = {
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.gamma = 1.0f,
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.tone_mapping = TONE_MAPPING_MOBIUS,
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.tone_mapping_param = NAN,
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.tone_mapping_desat = 2.0,
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.tone_mapping_desat = 1.0,
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.early_flush = -1,
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};
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@ -565,18 +565,19 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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{
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GLSLF("// HDR tone mapping\n");
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// Desaturate the color using a coefficient dependent on the luminance
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GLSL(float luma = dot(dst_luma, color.rgb);)
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if (desat > 0) {
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GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
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GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
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}
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// To prevent discoloration due to out-of-bounds clipping, we need to make
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// sure to reduce the value range as far as necessary to keep the entire
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// signal in range, so tone map based on the brightest component.
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GLSL(float sig = max(max(color.r, color.g), color.b);)
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GLSL(float sig_orig = sig;)
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// Desaturate the color using a coefficient dependent on the signal
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if (desat > 0) {
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GLSL(float luma = dot(dst_luma, color.rgb);)
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GLSL(float coeff = max(sig - 0.18, 1e-6) / max(sig, 1e-6););
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GLSLF("coeff = pow(coeff, %f);\n", 10.0 / desat);
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GLSL(color.rgb = mix(color.rgb, vec3(luma), coeff);)
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GLSL(sig = mix(sig, luma, coeff);) // also make sure to update `sig`
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}
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if (!ref_peak) {
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// For performance, we want to do as few atomic operations on global
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@ -612,6 +613,7 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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GLSLHF("const float sig_peak = %f;\n", ref_peak);
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}
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GLSL(float sig_orig = sig;)
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switch (algo) {
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case TONE_MAPPING_CLIP:
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GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);
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