Scale SDR content to SDR whitelevel when HDR is enabled

This commit is contained in:
Sam Lantinga
2024-02-05 10:23:25 -08:00
parent e97b2061b4
commit 240158f3e8
15 changed files with 3295 additions and 2410 deletions
+292 -134
View File
@@ -1,134 +1,292 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
//
// Level9 shader bytecode:
//
ps_2_0
dcl t1
mov oC0, t1
// approximately 1 instruction slot used
ps_4_0
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
mov o0.xyzw, v2.xyzw
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_main[] =
{
68, 88, 66, 67, 226, 124,
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218, 135, 248, 147, 77, 222,
95, 123, 1, 0, 0, 0,
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255, 255, 31, 0, 0, 2,
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228, 176, 255, 255, 0, 0,
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111, 115, 111, 102, 116, 32,
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109, 112, 105, 108, 101, 114,
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83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// float scRGB_output; // Offset: 0 Size: 4
// float SDR_whitelevel; // Offset: 4 Size: 4
// float HDR_whitelevel; // Offset: 8 Size: 4 [unused]
// float maxCLL; // Offset: 12 Size: 4 [unused]
// float4 Yoffset; // Offset: 16 Size: 16 [unused]
// float4 Rcoeff; // Offset: 32 Size: 16 [unused]
// float4 Gcoeff; // Offset: 48 Size: 16 [unused]
// float4 Bcoeff; // Offset: 64 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Constants cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer Start Reg # of Regs Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0 cb0 0 1 ( FLT, FLT, FLT, FLT)
//
//
// Level9 shader bytecode:
//
ps_2_0
def c1, 0.0125000002, 1, 0, 0
dcl t1
mul r0.w, c0.x, c0.x
mov r0.x, c1.x
mul r0.x, r0.x, c0.y
cmp r0.xyz, -r0.w, c1.y, r0.x
mov r0.w, c1.y
mul r0, r0, t1
mov oC0, r0
// approximately 7 instruction slots used
ps_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 1
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x
mul r0.y, cb0[0].y, l(0.012500)
movc r0.xyz, r0.xxxx, r0.yyyy, l(1.000000,1.000000,1.000000,0)
mov r0.w, l(1.000000)
mul o0.xyzw, r0.xyzw, v2.xyzw
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_main[] =
{
68, 88, 66, 67, 132, 13,
165, 35, 17, 157, 163, 217,
158, 71, 117, 171, 46, 252,
9, 215, 1, 0, 0, 0,
224, 4, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
4, 1, 0, 0, 244, 1,
0, 0, 112, 2, 0, 0,
56, 4, 0, 0, 172, 4,
0, 0, 65, 111, 110, 57,
196, 0, 0, 0, 196, 0,
0, 0, 0, 2, 255, 255,
148, 0, 0, 0, 48, 0,
0, 0, 1, 0, 36, 0,
0, 0, 48, 0, 0, 0,
48, 0, 0, 0, 36, 0,
0, 0, 48, 0, 0, 0,
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0, 0, 0, 0, 0, 2,
255, 255, 81, 0, 0, 5,
1, 0, 15, 160, 205, 204,
76, 60, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
15, 176, 5, 0, 0, 3,
0, 0, 8, 128, 0, 0,
0, 160, 0, 0, 0, 160,
1, 0, 0, 2, 0, 0,
1, 128, 1, 0, 0, 160,
5, 0, 0, 3, 0, 0,
1, 128, 0, 0, 0, 128,
0, 0, 85, 160, 88, 0,
0, 4, 0, 0, 7, 128,
0, 0, 255, 129, 1, 0,
85, 160, 0, 0, 0, 128,
1, 0, 0, 2, 0, 0,
8, 128, 1, 0, 85, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
1, 0, 228, 176, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0, 83, 72, 68, 82,
232, 0, 0, 0, 64, 0,
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88, 67, 79, 79, 82, 68,
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83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171
};
@@ -1,11 +1,7 @@
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#include "D3D11_PixelShader_Common.incl"
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
return GetOutputColor(1.0) * input.color;
}
@@ -0,0 +1,75 @@
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
cbuffer Constants : register(b0)
{
float scRGB_output;
float SDR_whitelevel;
float HDR_whitelevel;
float maxCLL;
float4 Yoffset;
float4 Rcoeff;
float4 Gcoeff;
float4 Bcoeff;
};
float3 scRGBtoNits(float3 v)
{
return v * 80.0;
}
float3 scRGBfromNits(float3 v)
{
return v / 80.0;
}
float sRGBtoLinear(float v)
{
if (v <= 0.04045) {
v = (v / 12.92);
} else {
v = pow(abs(v + 0.055) / 1.055, 2.4);
}
return v;
}
float sRGBfromLinear(float v)
{
if (v <= 0.0031308) {
v = (v * 12.92);
} else {
v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055);
}
return v;
}
float4 GetOutputColor(float4 rgba)
{
if (scRGB_output) {
rgba.rgb = scRGBfromNits(rgba.rgb * SDR_whitelevel);
}
return rgba;
}
float4 GetOutputColorFromSRGB(float3 rgb)
{
float4 output;
if (scRGB_output) {
output.r = sRGBtoLinear(rgb.r);
output.g = sRGBtoLinear(rgb.g);
output.b = sRGBtoLinear(rgb.b);
rgb = scRGBfromNits(rgb * SDR_whitelevel);
} else {
output.rgb = rgb.rgb;
}
output.a = 1.0;
return output;
}
+515 -515
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File diff suppressed because it is too large Load Diff
@@ -2,41 +2,7 @@ Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
cbuffer Constants : register(b0)
{
float4 Yoffset;
float4 Rcoeff;
float4 Gcoeff;
float4 Bcoeff;
float scRGB_output;
float SDR_whitelevel;
float HDR_whitelevel;
float maxCLL;
};
float3 scRGBfromNits(float3 v)
{
return v / 80.0;
}
float sRGBfromLinear(float v)
{
if (v <= 0.0031308) {
v = (v * 12.92);
} else {
v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055);
}
return v;
}
#include "D3D11_PixelShader_Common.incl"
float3 PQtoNits(float3 v)
{
@@ -58,6 +24,7 @@ float4 main(PixelShaderInput input) : SV_TARGET
-0.124547, 1.132895, -0.008348,
-0.018154, -0.100597, 1.118751
};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
@@ -84,9 +51,8 @@ float4 main(PixelShaderInput input) : SV_TARGET
rgb.rgb = clamp(rgb.rgb, 0.0, 1.0);
}
float4 Output;
Output.rgb = rgb.rgb;
Output.a = 1.0f;
Output.a = 1.0;
return Output * input.color;
}
+537 -347
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@@ -2,21 +2,7 @@ Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
cbuffer Constants : register(b0)
{
float4 Yoffset;
float4 Rcoeff;
float4 Gcoeff;
float4 Bcoeff;
};
#include "D3D11_PixelShader_Common.incl"
float4 main(PixelShaderInput input) : SV_TARGET
{
@@ -26,11 +12,11 @@ float4 main(PixelShaderInput input) : SV_TARGET
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
float3 rgb;
yuv += Yoffset.xyz;
Output.r = dot(yuv, Rcoeff.xyz);
Output.g = dot(yuv, Gcoeff.xyz);
Output.b = dot(yuv, Bcoeff.xyz);
Output.a = 1.0f;
rgb.r = dot(yuv, Rcoeff.xyz);
rgb.g = dot(yuv, Gcoeff.xyz);
rgb.b = dot(yuv, Bcoeff.xyz);
return Output * input.color;
return GetOutputColorFromSRGB(rgb) * input.color;
}
+540 -350
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@@ -2,21 +2,7 @@ Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
cbuffer Constants : register(b0)
{
float4 Yoffset;
float4 Rcoeff;
float4 Gcoeff;
float4 Bcoeff;
};
#include "D3D11_PixelShader_Common.incl"
float4 main(PixelShaderInput input) : SV_TARGET
{
@@ -26,11 +12,11 @@ float4 main(PixelShaderInput input) : SV_TARGET
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
float3 rgb;
yuv += Yoffset.xyz;
Output.r = dot(yuv, Rcoeff.xyz);
Output.g = dot(yuv, Gcoeff.xyz);
Output.b = dot(yuv, Bcoeff.xyz);
Output.a = 1.0f;
rgb.r = dot(yuv, Rcoeff.xyz);
rgb.g = dot(yuv, Gcoeff.xyz);
rgb.b = dot(yuv, Bcoeff.xyz);
return Output * input.color;
return GetOutputColorFromSRGB(rgb) * input.color;
}
+341 -198
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@@ -1,14 +1,9 @@
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#include "D3D11_PixelShader_Common.incl"
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
return GetOutputColor(theTexture.Sample(theSampler, input.tex)) * input.color;
}
+572 -382
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@@ -3,21 +3,7 @@ Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
cbuffer Constants : register(b0)
{
float4 Yoffset;
float4 Rcoeff;
float4 Gcoeff;
float4 Bcoeff;
};
#include "D3D11_PixelShader_Common.incl"
float4 main(PixelShaderInput input) : SV_TARGET
{
@@ -28,11 +14,11 @@ float4 main(PixelShaderInput input) : SV_TARGET
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
float3 rgb;
yuv += Yoffset.xyz;
Output.r = dot(yuv, Rcoeff.xyz);
Output.g = dot(yuv, Gcoeff.xyz);
Output.b = dot(yuv, Bcoeff.xyz);
Output.a = 1.0f;
rgb.r = dot(yuv, Rcoeff.xyz);
rgb.g = dot(yuv, Gcoeff.xyz);
rgb.b = dot(yuv, Bcoeff.xyz);
return Output * input.color;
return GetOutputColorFromSRGB(rgb) * input.color;
}
+339 -339
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+58 -34
View File
@@ -76,11 +76,11 @@ typedef struct
typedef struct
{
float YCbCr_matrix[16];
float scRGB_output;
float SDR_whitelevel;
float HDR_whitelevel;
float maxCLL;
float YCbCr_matrix[16];
} PixelShaderConstants;
/* Per-vertex data */
@@ -155,6 +155,11 @@ typedef struct
D3D_FEATURE_LEVEL featureLevel;
SDL_bool pixelSizeChanged;
/* HDR state */
SDL_bool HDR_enabled;
int SDR_whitelevel;
int HDR_whitelevel;
/* Rasterizers */
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
@@ -465,6 +470,21 @@ static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_Blen
return blendState;
}
static void D3D11_UpdateHDRState(SDL_Renderer *renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
/* Using some placeholder values here... */
data->HDR_enabled = SDL_TRUE;
if (renderer->output_colorspace == SDL_COLORSPACE_SCRGB && data->HDR_enabled) {
data->SDR_whitelevel = 200.0f;
data->HDR_whitelevel = 400.0f;
} else {
data->SDR_whitelevel = 80.0f;
data->HDR_whitelevel = 80.0f;
}
}
/* Create resources that depend on the device. */
static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
{
@@ -716,6 +736,8 @@ static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
SDL_SetProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice);
D3D11_UpdateHDRState(renderer);
done:
SAFE_RELEASE(d3dDevice);
SAFE_RELEASE(d3dContext);
@@ -2177,46 +2199,42 @@ static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
rendererData->currentBlendState = blendState;
}
if (shader_params != rendererData->currentShaderParams[shader]) {
if (!rendererData->pixelShaderConstants[shader] ||
shader_params != rendererData->currentShaderParams[shader]) {
SAFE_RELEASE(rendererData->pixelShaderConstants[shader]);
PixelShaderConstants constants;
if (renderer->output_colorspace == SDL_COLORSPACE_SCRGB) {
constants.scRGB_output = 1.0f;
} else {
constants.scRGB_output = 0.0f;
}
constants.SDR_whitelevel = (float)rendererData->SDR_whitelevel;
constants.HDR_whitelevel = (float)rendererData->HDR_whitelevel;
constants.maxCLL = 400.0f;
if (shader_params) {
SAFE_RELEASE(rendererData->pixelShaderConstants[shader]);
PixelShaderConstants constants;
SDL_memcpy(constants.YCbCr_matrix, shader_params, sizeof(constants.YCbCr_matrix));
if (renderer->output_colorspace == SDL_COLORSPACE_SCRGB) {
constants.scRGB_output = 1.0f;
} else {
constants.scRGB_output = 0.0f;
}
}
/* Using some placeholder values here... */
const SDL_bool HDR = SDL_TRUE;
if (renderer->output_colorspace == SDL_COLORSPACE_SCRGB && HDR) {
constants.SDR_whitelevel = 200.0f;
constants.HDR_whitelevel = 400.0f;
} else {
constants.SDR_whitelevel = 80.0f;
constants.HDR_whitelevel = 80.0f;
}
constants.maxCLL = 400.0f;
D3D11_BUFFER_DESC desc;
SDL_zero(desc);
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(constants);
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
D3D11_BUFFER_DESC desc;
SDL_zero(desc);
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(constants);
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
D3D11_SUBRESOURCE_DATA data;
SDL_zero(data);
data.pSysMem = &constants;
D3D11_SUBRESOURCE_DATA data;
SDL_zero(data);
data.pSysMem = &constants;
HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &rendererData->pixelShaderConstants[shader]);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]"), result);
return -1;
}
HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &rendererData->pixelShaderConstants[shader]);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]"), result);
return -1;
}
rendererData->currentShaderParams[shader] = shader_params;
rendererData->currentShader = SHADER_NONE;
}
if (shader != rendererData->currentShader) {
if (!rendererData->pixelShaders[shader]) {
@@ -2371,7 +2389,13 @@ static int D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
SDL_FColor color = cmd->data.color.color;
if (convert_color) {
float light_scale = (float)rendererData->SDR_whitelevel / 80.0f;
SDL_ConvertToLinear(&color);
color.r *= light_scale;
color.g *= light_scale;
color.b *= light_scale;
}
ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), &color.r);
break;