vo_gpu: clip highlights before tone-mapping

Rather than after tone-mapping. This prevents overflow when the
pre-tonemapped signal contains inputs exceeding sig_peak. I also
realized that with this clipping in place, post-clipping no longer needs
to be done, so this isn't even particularly slower.

The only two exceptions to the rule are "clip" and "linear", which
relied on the post-clipping to do their tone mapping properly.

Fixes #7929
This commit is contained in:
Niklas Haas 2020-07-19 08:04:49 +02:00
parent 96cdf5315e
commit c53a47eda3
1 changed files with 5 additions and 4 deletions

View File

@ -679,7 +679,9 @@ static void pass_tone_map(struct gl_shader_cache *sc,
if (opts->compute_peak >= 0)
hdr_update_peak(sc, opts);
GLSLF("vec3 sig = color.rgb;\n");
// Always hard-clip the upper bound of the signal range to avoid functions
// exploding on inputs greater than 1.0
GLSLF("vec3 sig = min(color.rgb, sig_peak);\n");
// This function always operates on an absolute scale, so ignore the
// dst_peak normalization for it
@ -703,7 +705,7 @@ static void pass_tone_map(struct gl_shader_cache *sc,
float param = opts->curve_param;
switch (opts->curve) {
case TONE_MAPPING_CLIP:
GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);
GLSLF("sig = min(%f * sig, 1.0);\n", isnan(param) ? 1.0 : param);
break;
case TONE_MAPPING_MOBIUS:
@ -755,7 +757,7 @@ static void pass_tone_map(struct gl_shader_cache *sc,
case TONE_MAPPING_LINEAR: {
float coeff = isnan(param) ? 1.0 : param;
GLSLF("sig = %f / sig_peak * sig;\n", coeff);
GLSLF("sig = min(%f / sig_peak, 1.0) * sig;\n", coeff);
break;
}
@ -797,7 +799,6 @@ static void pass_tone_map(struct gl_shader_cache *sc,
abort();
}
GLSL(sig = min(sig, vec3(1.0));)
GLSL(vec3 sig_lin = color.rgb * (sig[sig_idx] / sig_orig);)
// Mix between the per-channel tone mapped and the linear tone mapped