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mpv/video/out/gpu/video_shaders.c
Niklas Haas 8b563a0346 vo_gpu: fix initial seeding of the peak detect ssbo
This solves some edge cases when using files with very weird metadata
(e.g. MaxCLL 10k and so forth). Instead of just blindly seeding it with
the tagged metadata, forcibly set the initial state from the detected
values.
2019-02-18 01:54:06 +02:00

946 lines
37 KiB
C

/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <math.h>
#include "video_shaders.h"
#include "video.h"
#define GLSL(x) gl_sc_add(sc, #x "\n");
#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
// Set up shared/commonly used variables and macros
void sampler_prelude(struct gl_shader_cache *sc, int tex_num)
{
GLSLF("#undef tex\n");
GLSLF("#undef texmap\n");
GLSLF("#define tex texture%d\n", tex_num);
GLSLF("#define texmap texmap%d\n", tex_num);
GLSLF("vec2 pos = texcoord%d;\n", tex_num);
GLSLF("vec2 size = texture_size%d;\n", tex_num);
GLSLF("vec2 pt = pixel_size%d;\n", tex_num);
}
static void pass_sample_separated_get_weights(struct gl_shader_cache *sc,
struct scaler *scaler)
{
gl_sc_uniform_texture(sc, "lut", scaler->lut);
GLSLF("float ypos = LUT_POS(fcoord, %d.0);\n", scaler->lut_size);
int N = scaler->kernel->size;
int width = (N + 3) / 4; // round up
GLSLF("float weights[%d];\n", N);
for (int i = 0; i < N; i++) {
if (i % 4 == 0)
GLSLF("c = texture(lut, vec2(%f, ypos));\n", (i / 4 + 0.5) / width);
GLSLF("weights[%d] = c[%d];\n", i, i % 4);
}
}
// Handle a single pass (either vertical or horizontal). The direction is given
// by the vector (d_x, d_y). If the vector is 0, then planar interpolation is
// used instead (samples from texture0 through textureN)
void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler,
int d_x, int d_y)
{
int N = scaler->kernel->size;
bool use_ar = scaler->conf.antiring > 0;
bool planar = d_x == 0 && d_y == 0;
GLSL(color = vec4(0.0);)
GLSLF("{\n");
if (!planar) {
GLSLF("vec2 dir = vec2(%d.0, %d.0);\n", d_x, d_y);
GLSL(pt *= dir;)
GLSL(float fcoord = dot(fract(pos * size - vec2(0.5)), dir);)
GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d.0);\n", N / 2 - 1);
}
GLSL(vec4 c;)
if (use_ar) {
GLSL(vec4 hi = vec4(0.0);)
GLSL(vec4 lo = vec4(1.0);)
}
pass_sample_separated_get_weights(sc, scaler);
GLSLF("// scaler samples\n");
for (int n = 0; n < N; n++) {
if (planar) {
GLSLF("c = texture(texture%d, texcoord%d);\n", n, n);
} else {
GLSLF("c = texture(tex, base + pt * vec2(%d.0));\n", n);
}
GLSLF("color += vec4(weights[%d]) * c;\n", n);
if (use_ar && (n == N/2-1 || n == N/2)) {
GLSL(lo = min(lo, c);)
GLSL(hi = max(hi, c);)
}
}
if (use_ar)
GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n",
scaler->conf.antiring);
GLSLF("}\n");
}
// Subroutine for computing and adding an individual texel contribution
// If planar is false, samples directly
// If planar is true, takes the pixel from inX[idx] where X is the component and
// `idx` must be defined by the caller
static void polar_sample(struct gl_shader_cache *sc, struct scaler *scaler,
int x, int y, int components, bool planar)
{
double radius = scaler->kernel->f.radius * scaler->kernel->filter_scale;
double radius_cutoff = scaler->kernel->radius_cutoff;
// Since we can't know the subpixel position in advance, assume a
// worst case scenario
int yy = y > 0 ? y-1 : y;
int xx = x > 0 ? x-1 : x;
double dmax = sqrt(xx*xx + yy*yy);
// Skip samples definitely outside the radius
if (dmax >= radius_cutoff)
return;
GLSLF("d = length(vec2(%d.0, %d.0) - fcoord);\n", x, y);
// Check for samples that might be skippable
bool maybe_skippable = dmax >= radius_cutoff - M_SQRT2;
if (maybe_skippable)
GLSLF("if (d < %f) {\n", radius_cutoff);
// get the weight for this pixel
if (scaler->lut->params.dimensions == 1) {
GLSLF("w = tex1D(lut, LUT_POS(d * 1.0/%f, %d.0)).r;\n",
radius, scaler->lut_size);
} else {
GLSLF("w = texture(lut, vec2(0.5, LUT_POS(d * 1.0/%f, %d.0))).r;\n",
radius, scaler->lut_size);
}
GLSL(wsum += w;)
if (planar) {
for (int n = 0; n < components; n++)
GLSLF("color[%d] += w * in%d[idx];\n", n, n);
} else {
GLSLF("in0 = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y);
GLSL(color += vec4(w) * in0;)
}
if (maybe_skippable)
GLSLF("}\n");
}
void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler,
int components, bool sup_gather)
{
GLSL(color = vec4(0.0);)
GLSLF("{\n");
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
GLSL(vec2 base = pos - fcoord * pt;)
GLSLF("float w, d, wsum = 0.0;\n");
for (int n = 0; n < components; n++)
GLSLF("vec4 in%d;\n", n);
GLSL(int idx;)
gl_sc_uniform_texture(sc, "lut", scaler->lut);
GLSLF("// scaler samples\n");
int bound = ceil(scaler->kernel->radius_cutoff);
for (int y = 1-bound; y <= bound; y += 2) {
for (int x = 1-bound; x <= bound; x += 2) {
// First we figure out whether it's more efficient to use direct
// sampling or gathering. The problem is that gathering 4 texels
// only to discard some of them is very wasteful, so only do it if
// we suspect it will be a win rather than a loss. This is the case
// exactly when all four texels are within bounds
bool use_gather = sqrt(x*x + y*y) < scaler->kernel->radius_cutoff;
if (!sup_gather)
use_gather = false;
if (use_gather) {
// Gather the four surrounding texels simultaneously
for (int n = 0; n < components; n++) {
GLSLF("in%d = textureGatherOffset(tex, base, "
"ivec2(%d, %d), %d);\n", n, x, y, n);
}
// Mix in all of the points with their weights
for (int p = 0; p < 4; p++) {
// The four texels are gathered counterclockwise starting
// from the bottom left
static const int xo[4] = {0, 1, 1, 0};
static const int yo[4] = {1, 1, 0, 0};
if (x+xo[p] > bound || y+yo[p] > bound)
continue;
GLSLF("idx = %d;\n", p);
polar_sample(sc, scaler, x+xo[p], y+yo[p], components, true);
}
} else {
// switch to direct sampling instead, for efficiency/compatibility
for (int yy = y; yy <= bound && yy <= y+1; yy++) {
for (int xx = x; xx <= bound && xx <= x+1; xx++)
polar_sample(sc, scaler, xx, yy, components, false);
}
}
}
}
GLSL(color = color / vec4(wsum);)
GLSLF("}\n");
}
// bw/bh: block size
// iw/ih: input size (pre-calculated to fit all required texels)
void pass_compute_polar(struct gl_shader_cache *sc, struct scaler *scaler,
int components, int bw, int bh, int iw, int ih)
{
int bound = ceil(scaler->kernel->radius_cutoff);
int offset = bound - 1; // padding top/left
GLSL(color = vec4(0.0);)
GLSLF("{\n");
GLSL(vec2 wpos = texmap(gl_WorkGroupID * gl_WorkGroupSize);)
GLSL(vec2 wbase = wpos - pt * fract(wpos * size - vec2(0.5));)
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
GLSL(vec2 base = pos - pt * fcoord;)
GLSL(ivec2 rel = ivec2(round((base - wbase) * size));)
GLSL(int idx;)
GLSLF("float w, d, wsum = 0.0;\n");
gl_sc_uniform_texture(sc, "lut", scaler->lut);
// Load all relevant texels into shmem
for (int c = 0; c < components; c++)
GLSLHF("shared float in%d[%d];\n", c, ih * iw);
GLSL(vec4 c;)
GLSLF("for (int y = int(gl_LocalInvocationID.y); y < %d; y += %d) {\n", ih, bh);
GLSLF("for (int x = int(gl_LocalInvocationID.x); x < %d; x += %d) {\n", iw, bw);
GLSLF("c = texture(tex, wbase + pt * vec2(x - %d, y - %d));\n", offset, offset);
for (int c = 0; c < components; c++)
GLSLF("in%d[%d * y + x] = c[%d];\n", c, iw, c);
GLSLF("}}\n");
GLSL(groupMemoryBarrier();)
GLSL(barrier();)
// Dispatch the actual samples
GLSLF("// scaler samples\n");
for (int y = 1-bound; y <= bound; y++) {
for (int x = 1-bound; x <= bound; x++) {
GLSLF("idx = %d * rel.y + rel.x + %d;\n", iw,
iw * (y + offset) + x + offset);
polar_sample(sc, scaler, x, y, components, true);
}
}
GLSL(color = color / vec4(wsum);)
GLSLF("}\n");
}
static void bicubic_calcweights(struct gl_shader_cache *sc, const char *t, const char *s)
{
// Explanation of how bicubic scaling with only 4 texel fetches is done:
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
// Explanation why this algorithm normally always blurs, even with unit
// scaling:
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
GLSLF("vec4 %s = vec4(-0.5, 0.1666, 0.3333, -0.3333) * %s"
" + vec4(1, 0, -0.5, 0.5);\n", t, s);
GLSLF("%s = %s * %s + vec4(0, 0, -0.5, 0.5);\n", t, t, s);
GLSLF("%s = %s * %s + vec4(-0.6666, 0, 0.8333, 0.1666);\n", t, t, s);
GLSLF("%s.xy *= vec2(1, 1) / vec2(%s.z, %s.w);\n", t, t, t);
GLSLF("%s.xy += vec2(1.0 + %s, 1.0 - %s);\n", t, s, s);
}
void pass_sample_bicubic_fast(struct gl_shader_cache *sc)
{
GLSLF("{\n");
GLSL(vec2 fcoord = fract(pos * size + vec2(0.5, 0.5));)
bicubic_calcweights(sc, "parmx", "fcoord.x");
bicubic_calcweights(sc, "parmy", "fcoord.y");
GLSL(vec4 cdelta;)
GLSL(cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);)
GLSL(cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);)
// first y-interpolation
GLSL(vec4 ar = texture(tex, pos + cdelta.xy);)
GLSL(vec4 ag = texture(tex, pos + cdelta.xw);)
GLSL(vec4 ab = mix(ag, ar, parmy.b);)
// second y-interpolation
GLSL(vec4 br = texture(tex, pos + cdelta.zy);)
GLSL(vec4 bg = texture(tex, pos + cdelta.zw);)
GLSL(vec4 aa = mix(bg, br, parmy.b);)
// x-interpolation
GLSL(color = mix(aa, ab, parmx.b);)
GLSLF("}\n");
}
void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
int w, int h)
{
GLSLF("{\n");
GLSL(vec2 pos = pos - vec2(0.5) * pt;) // round to nearest
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
// Determine the mixing coefficient vector
gl_sc_uniform_vec2(sc, "output_size", (float[2]){w, h});
GLSL(vec2 coeff = fcoord * output_size/size;)
float threshold = scaler->conf.kernel.params[0];
threshold = isnan(threshold) ? 0.0 : threshold;
GLSLF("coeff = (coeff - %f) * 1.0/%f;\n", threshold, 1.0 - 2 * threshold);
GLSL(coeff = clamp(coeff, 0.0, 1.0);)
// Compute the right blend of colors
GLSL(color = texture(tex, pos + pt * (coeff - fcoord));)
GLSLF("}\n");
}
// Common constants for SMPTE ST.2084 (HDR)
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;
// Common constants for ARIB STD-B67 (HLG)
static const float HLG_A = 0.17883277,
HLG_B = 0.28466892,
HLG_C = 0.55991073;
// Common constants for Panasonic V-Log
static const float VLOG_B = 0.00873,
VLOG_C = 0.241514,
VLOG_D = 0.598206;
// Common constants for Sony S-Log
static const float SLOG_A = 0.432699,
SLOG_B = 0.037584,
SLOG_C = 0.616596 + 0.03,
SLOG_P = 3.538813,
SLOG_Q = 0.030001,
SLOG_K2 = 155.0 / 219.0;
// 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.
//
// These functions always output to a normalized scale of [0,1], for
// convenience of the video.c code that calls it. To get the values in an
// absolute scale, multiply the result by `mp_trc_nom_peak(trc)`
void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
{
if (trc == MP_CSP_TRC_LINEAR)
return;
GLSLF("// linearize\n");
// 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.
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
switch (trc) {
case MP_CSP_TRC_SRGB:
GLSL(color.rgb = mix(color.rgb * vec3(1.0/12.92),
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:
GLSL(color.rgb = pow(color.rgb, vec3(2.4));)
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(1.0/16.0),
pow(color.rgb, vec3(1.8)),
lessThan(vec3(0.03125), color.rgb));)
break;
case MP_CSP_TRC_PQ:
GLSLF("color.rgb = pow(color.rgb, vec3(1.0/%f));\n", PQ_M2);
GLSLF("color.rgb = max(color.rgb - vec3(%f), vec3(0.0)) \n"
" / (vec3(%f) - vec3(%f) * color.rgb);\n",
PQ_C1, PQ_C2, PQ_C3);
GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", 1.0 / PQ_M1);
// 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);
break;
case MP_CSP_TRC_HLG:
GLSLF("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,\n"
" exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f),\n"
" lessThan(vec3(0.5), color.rgb));\n",
HLG_C, HLG_A, HLG_B);
break;
case MP_CSP_TRC_V_LOG:
GLSLF("color.rgb = mix((color.rgb - vec3(0.125)) * vec3(1.0/5.6), \n"
" pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f)) \n"
" - vec3(%f), \n"
" lessThanEqual(vec3(0.181), color.rgb)); \n",
VLOG_D, VLOG_C, VLOG_B);
break;
case MP_CSP_TRC_S_LOG1:
GLSLF("color.rgb = pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f))\n"
" - vec3(%f);\n",
SLOG_C, SLOG_A, SLOG_B);
break;
case MP_CSP_TRC_S_LOG2:
GLSLF("color.rgb = mix((color.rgb - vec3(%f)) * vec3(1.0/%f), \n"
" (pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f)) \n"
" - vec3(%f)) * vec3(1.0/%f), \n"
" lessThanEqual(vec3(%f), color.rgb)); \n",
SLOG_Q, SLOG_P, SLOG_C, SLOG_A, SLOG_B, SLOG_K2, SLOG_Q);
break;
default:
abort();
}
// Rescale to prevent clipping on non-float textures
GLSLF("color.rgb *= vec3(1.0/%f);\n", mp_trc_nom_peak(trc));
}
// Delinearize (compress), given a TRC as output. This corresponds to the
// inverse EOTF (not the OETF) in ITU-R terminology, again assuming a
// reference monitor.
//
// Like pass_linearize, this functions ingests values on an normalized scale
void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
{
if (trc == MP_CSP_TRC_LINEAR)
return;
GLSLF("// delinearize\n");
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
GLSLF("color.rgb *= vec3(%f);\n", mp_trc_nom_peak(trc));
switch (trc) {
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:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
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;
case MP_CSP_TRC_PQ:
GLSLF("color.rgb *= vec3(1.0/%f);\n", 10000 / MP_REF_WHITE);
GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M1);
GLSLF("color.rgb = (vec3(%f) + vec3(%f) * color.rgb) \n"
" / (vec3(1.0) + vec3(%f) * color.rgb);\n",
PQ_C1, PQ_C2, PQ_C3);
GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M2);
break;
case MP_CSP_TRC_HLG:
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",
HLG_A, HLG_B, HLG_C);
break;
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;
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;
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;
default:
abort();
}
}
// Apply the OOTF mapping from a given light type to display-referred light.
// Assumes absolute scale values. `peak` is used to tune the OOTF where
// applicable (currently only HLG).
static 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");
switch (light)
{
case MP_CSP_LIGHT_SCENE_HLG: {
// HLG OOTF from BT.2100, scaled to the chosen display peak
float gamma = MPMAX(1.0, 1.2 + 0.42 * log10(peak * MP_REF_WHITE / 1000.0));
GLSLF("color.rgb *= vec3(%f * pow(dot(src_luma, color.rgb), %f));\n",
peak / pow(12, gamma), gamma - 1.0);
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();
}
}
// Inverse of the function pass_ootf, for completeness' sake.
static 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");
switch (light)
{
case MP_CSP_LIGHT_SCENE_HLG: {
float gamma = MPMAX(1.0, 1.2 + 0.42 * log10(peak * MP_REF_WHITE / 1000.0));
GLSLF("color.rgb *= vec3(1.0/%f);\n", peak / pow(12, gamma));
GLSLF("color.rgb /= vec3(max(1e-6, pow(dot(src_luma, color.rgb), %f)));\n",
(gamma - 1.0) / gamma);
break;
}
case MP_CSP_LIGHT_SCENE_709_1886:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
GLSL(color.rgb = mix(color.rgb * vec3(1.0/4.5),
pow((color.rgb + vec3(0.0993)) * vec3(1.0/1.0993),
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(1.0/1.2));)
break;
default:
abort();
}
}
// Average light level for SDR signals. This is equal to a signal level of 0.5
// under a typical presentation gamma of about 2.0.
static const float sdr_avg = 0.25;
static void hdr_update_peak(struct gl_shader_cache *sc,
const struct gl_tone_map_opts *opts)
{
// Update the sig_peak/sig_avg from the old SSBO state
GLSL(if (average.y > 0.0) {)
GLSL( sig_avg = max(1e-3, average.x);)
GLSL( sig_peak = max(1.00, average.y);)
GLSL(})
// Chosen to avoid overflowing on an 8K buffer
const float log_min = 1e-3, log_scale = 400.0, sig_scale = 10000.0;
// For performance, and to avoid overflows, we tally up the sub-results per
// pixel using shared memory first
GLSLH(shared int wg_sum;)
GLSLH(shared uint wg_max;)
GLSL(wg_sum = 0; wg_max = 0;)
GLSL(barrier();)
GLSLF("float sig_log = log(max(sig_max, %f));\n", log_min);
GLSLF("atomicAdd(wg_sum, int(sig_log * %f));\n", log_scale);
GLSLF("atomicMax(wg_max, uint(sig_max * %f));\n", sig_scale);
// Have one thread per work group update the global atomics
GLSL(memoryBarrierShared();)
GLSL(barrier();)
GLSL(if (gl_LocalInvocationIndex == 0) {)
GLSL( int wg_avg = wg_sum / int(gl_WorkGroupSize.x * gl_WorkGroupSize.y);)
GLSL( atomicAdd(frame_sum, wg_avg);)
GLSL( atomicMax(frame_max, wg_max);)
GLSL( memoryBarrierBuffer();)
GLSL(})
GLSL(barrier();)
// Finally, to update the global state, we increment a counter per dispatch
GLSL(uint num_wg = gl_NumWorkGroups.x * gl_NumWorkGroups.y;)
GLSL(if (gl_LocalInvocationIndex == 0 && atomicAdd(counter, 1) == num_wg - 1) {)
GLSL( counter = 0;)
GLSL( vec2 cur = vec2(float(frame_sum) / float(num_wg), frame_max);)
GLSLF(" cur *= vec2(1.0/%f, 1.0/%f);\n", log_scale, sig_scale);
GLSL( cur.x = exp(cur.x);)
GLSL( if (average.y == 0.0))
GLSL( average = cur;)
// Use an IIR low-pass filter to smooth out the detected values, with a
// configurable decay rate based on the desired time constant (tau)
float a = 1.0 - cos(1.0 / opts->decay_rate);
float decay = sqrt(a*a + 2*a) - a;
GLSLF(" average += %f * (cur - average);\n", decay);
// Scene change hysteresis
float log_db = 10.0 / log(10.0);
GLSLF(" float weight = smoothstep(%f, %f, abs(log(cur.x / average.x)));\n",
opts->scene_threshold_low / log_db,
opts->scene_threshold_high / log_db);
GLSL( average = mix(average, cur, weight);)
// Reset SSBO state for the next frame
GLSL( frame_sum = 0; frame_max = 0;)
GLSL( memoryBarrierBuffer();)
GLSL(})
}
// Tone map from a known peak brightness to the range [0,1]. If ref_peak
// is 0, we will use peak detection instead
static void pass_tone_map(struct gl_shader_cache *sc,
float src_peak, float dst_peak,
const struct gl_tone_map_opts *opts)
{
GLSLF("// HDR tone mapping\n");
// To prevent discoloration due to out-of-bounds clipping, we need to make
// sure to reduce the value range as far as necessary to keep the entire
// signal in range, so tone map based on the brightest component.
GLSL(int sig_idx = 0;)
GLSL(if (color[1] > color[sig_idx]) sig_idx = 1;)
GLSL(if (color[2] > color[sig_idx]) sig_idx = 2;)
GLSL(float sig_max = color[sig_idx];)
GLSLF("float sig_peak = %f;\n", src_peak);
GLSLF("float sig_avg = %f;\n", sdr_avg);
if (opts->compute_peak >= 0)
hdr_update_peak(sc, opts);
GLSLF("vec3 sig = color.rgb;\n");
// Rescale the variables in order to bring it into a representation where
// 1.0 represents the dst_peak. This is because all of the tone mapping
// algorithms are defined in such a way that they map to the range [0.0, 1.0].
if (dst_peak > 1.0) {
GLSLF("sig *= 1.0/%f;\n", dst_peak);
GLSLF("sig_peak *= 1.0/%f;\n", dst_peak);
}
GLSL(float sig_orig = sig[sig_idx];)
GLSLF("float slope = min(%f, %f / sig_avg);\n", opts->max_boost, sdr_avg);
GLSL(sig *= slope;)
GLSL(sig_peak *= slope;)
float param = opts->curve_param;
switch (opts->curve) {
case TONE_MAPPING_CLIP:
GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);
break;
case TONE_MAPPING_MOBIUS:
GLSLF("if (sig_peak > (1.0 + 1e-6)) {\n");
GLSLF("const float j = %f;\n", isnan(param) ? 0.3 : param);
// solve for M(j) = j; M(sig_peak) = 1.0; M'(j) = 1.0
// where M(x) = scale * (x+a)/(x+b)
GLSLF("float a = -j*j * (sig_peak - 1.0) / (j*j - 2.0*j + sig_peak);\n");
GLSLF("float b = (j*j - 2.0*j*sig_peak + sig_peak) / "
"max(1e-6, sig_peak - 1.0);\n");
GLSLF("float scale = (b*b + 2.0*b*j + j*j) / (b-a);\n");
GLSLF("sig = mix(sig, scale * (sig + vec3(a)) / (sig + vec3(b)),"
" greaterThan(sig, vec3(j)));\n");
GLSLF("}\n");
break;
case TONE_MAPPING_REINHARD: {
float contrast = isnan(param) ? 0.5 : param,
offset = (1.0 - contrast) / contrast;
GLSLF("sig = sig / (sig + vec3(%f));\n", offset);
GLSLF("float scale = (sig_peak + %f) / sig_peak;\n", offset);
GLSL(sig *= scale;)
break;
}
case TONE_MAPPING_HABLE: {
float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30;
GLSLHF("vec3 hable(vec3 x) {\n");
GLSLHF("return (x * (%f*x + vec3(%f)) + vec3(%f)) / "
" (x * (%f*x + vec3(%f)) + vec3(%f)) "
" - vec3(%f);\n",
A, C*B, D*E,
A, B, D*F,
E/F);
GLSLHF("}\n");
GLSLF("sig = hable(max(vec3(0.0), sig)) / hable(vec3(sig_peak)).x;\n");
break;
}
case TONE_MAPPING_GAMMA: {
float gamma = isnan(param) ? 1.8 : param;
GLSLF("const float cutoff = 0.05, gamma = 1.0/%f;\n", gamma);
GLSL(float scale = pow(cutoff / sig_peak, gamma.x) / cutoff;)
GLSLF("sig = mix(scale * sig,"
" pow(sig / sig_peak, vec3(gamma)),"
" greaterThan(sig, vec3(cutoff)));\n");
break;
}
case TONE_MAPPING_LINEAR: {
float coeff = isnan(param) ? 1.0 : param;
GLSLF("sig = %f / sig_peak * sig;\n", coeff);
break;
}
default:
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
// signal based on the desaturation strength
if (opts->desat > 0) {
float base = 0.18 * dst_peak;
GLSLF("float coeff = max(sig[sig_idx] - %f, 1e-6) / "
" max(sig[sig_idx], 1.0);\n", base);
GLSLF("coeff = %f * pow(coeff, %f);\n", opts->desat, opts->desat_exp);
GLSLF("color.rgb = mix(sig_lin, %f * sig, coeff);\n", dst_peak);
} else {
GLSL(color.rgb = sig_lin;)
}
}
// 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). If `opts->compute_peak` is true, we
// will detect the peak instead of relying on metadata. Note that this requires
// the caller to have already bound the appropriate SSBO and set up the compute
// shader metadata
void pass_color_map(struct gl_shader_cache *sc, bool is_linear,
struct mp_colorspace src, struct mp_colorspace dst,
const struct gl_tone_map_opts *opts)
{
GLSLF("// color mapping\n");
// Some operations need access to the video's luma coefficients, so make
// them available
float rgb2xyz[3][3];
mp_get_rgb2xyz_matrix(mp_get_csp_primaries(src.primaries), rgb2xyz);
gl_sc_uniform_vec3(sc, "src_luma", rgb2xyz[1]);
mp_get_rgb2xyz_matrix(mp_get_csp_primaries(dst.primaries), rgb2xyz);
gl_sc_uniform_vec3(sc, "dst_luma", rgb2xyz[1]);
bool need_ootf = src.light != dst.light;
if (src.light == MP_CSP_LIGHT_SCENE_HLG && src.sig_peak != dst.sig_peak)
need_ootf = true;
// 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_linear = src.gamma != dst.gamma ||
src.primaries != dst.primaries ||
src.sig_peak > dst.sig_peak ||
need_ootf;
if (need_linear && !is_linear) {
// We also pull it up so that 1.0 is the reference white
pass_linearize(sc, src.gamma);
is_linear = true;
}
// Pre-scale the incoming values into an absolute scale
GLSLF("color.rgb *= vec3(%f);\n", mp_trc_nom_peak(src.gamma));
if (need_ootf)
pass_ootf(sc, src.light, src.sig_peak);
// Tone map to prevent clipping due to excessive brightness
if (src.sig_peak > dst.sig_peak)
pass_tone_map(sc, src.sig_peak, dst.sig_peak, opts);
// 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;)
}
if (need_ootf)
pass_inverse_ootf(sc, dst.light, dst.sig_peak);
// Post-scale the outgoing values from absolute scale to normalized.
// For SDR, we normalize to the chosen signal peak. For HDR, we normalize
// to the encoding range of the transfer function.
float dst_range = dst.sig_peak;
if (mp_trc_is_hdr(dst.gamma))
dst_range = mp_trc_nom_peak(dst.gamma);
GLSLF("color.rgb *= vec3(%f);\n", 1.0 / dst_range);
// Warn for remaining out-of-gamut colors is enabled
if (opts->gamut_warning) {
GLSL(if (any(greaterThan(color.rgb, vec3(1.01))) ||
any(lessThan(color.rgb, vec3(0.0)))))
GLSL(color.rgb = vec3(1.0) - color.rgb;) // invert
}
if (is_linear)
pass_delinearize(sc, dst.gamma);
}
// 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
// update the state. Assumes the texture was hooked.
// permute() was modified from the original to avoid "large" numbers in
// calculations, since low-end mobile GPUs choke on them (overflow).
static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg)
{
GLSLH(float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; })
GLSLHF("float permute(float x) {\n");
GLSLH(return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );)
GLSLHF("}\n");
GLSLH(float rand(float x) { return fract(x * 1.0/41.0); })
// Initialize the PRNG by hashing the position + a random uniform
GLSL(vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);)
GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);)
gl_sc_uniform_dynamic(sc);
gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX);
}
struct deband_opts {
int enabled;
int iterations;
float threshold;
float range;
float grain;
};
const struct deband_opts deband_opts_def = {
.iterations = 1,
.threshold = 64.0,
.range = 16.0,
.grain = 48.0,
};
#define OPT_BASE_STRUCT struct deband_opts
const struct m_sub_options deband_conf = {
.opts = (const m_option_t[]) {
OPT_INTRANGE("iterations", iterations, 0, 1, 16),
OPT_FLOATRANGE("threshold", threshold, 0, 0.0, 4096.0),
OPT_FLOATRANGE("range", range, 0, 1.0, 64.0),
OPT_FLOATRANGE("grain", grain, 0, 0.0, 4096.0),
{0}
},
.size = sizeof(struct deband_opts),
.defaults = &deband_opts_def,
};
// Stochastically sample a debanded result from a hooked texture.
void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
AVLFG *lfg, enum mp_csp_trc trc)
{
// Initialize the PRNG
GLSLF("{\n");
prng_init(sc, lfg);
// Helper: Compute a stochastic approximation of the avg color around a
// pixel
GLSLHF("vec4 average(float range, inout float h) {\n");
// Compute a random rangle and distance
GLSLH(float dist = rand(h) * range; h = permute(h);)
GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
GLSLH(vec2 o = dist * vec2(cos(dir), sin(dir));)
// Sample at quarter-turn intervals around the source pixel
GLSLH(vec4 ref[4];)
GLSLH(ref[0] = HOOKED_texOff(vec2( o.x, o.y));)
GLSLH(ref[1] = HOOKED_texOff(vec2(-o.y, o.x));)
GLSLH(ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));)
GLSLH(ref[3] = HOOKED_texOff(vec2( o.y, -o.x));)
// Return the (normalized) average
GLSLH(return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;)
GLSLHF("}\n");
// Sample the source pixel
GLSL(color = HOOKED_tex(HOOKED_pos);)
GLSLF("vec4 avg, diff;\n");
for (int i = 1; i <= opts->iterations; i++) {
// Sample the average pixel and use it instead of the original if
// the difference is below the given threshold
GLSLF("avg = average(%f, h);\n", i * opts->range);
GLSL(diff = abs(color - avg);)
GLSLF("color = mix(avg, color, greaterThan(diff, vec4(%f)));\n",
opts->threshold / (i * 16384.0));
}
// Add some random noise to smooth out residual differences
GLSL(vec3 noise;)
GLSL(noise.x = rand(h); h = permute(h);)
GLSL(noise.y = rand(h); h = permute(h);)
GLSL(noise.z = rand(h); h = permute(h);)
// Noise is scaled to the signal level to prevent extreme noise for HDR
float gain = opts->grain/8192.0 / mp_trc_nom_peak(trc);
GLSLF("color.xyz += %f * (noise - vec3(0.5));\n", gain);
GLSLF("}\n");
}
// Assumes the texture was hooked
void pass_sample_unsharp(struct gl_shader_cache *sc, float param) {
GLSLF("{\n");
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));)
GLSL(vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;)
GLSLF("color = p + t * %f;\n", param);
GLSLF("}\n");
}