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https://github.com/gnif/LookingGlass.git
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[client] egl: prepare for DXGI HDR10 support
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@@ -53,6 +53,7 @@ struct DesktopShader
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GLint uIsHDR;
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GLint uMapHDRtoSDR;
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GLint uMapHDRGain;
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GLint uMapHDRPQ;
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};
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struct EGL_Desktop
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@@ -68,6 +69,7 @@ struct EGL_Desktop
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// internals
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int width, height;
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bool hdr;
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bool hdrPQ;
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LG_RendererRotate rotate;
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bool useSpice;
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@@ -125,6 +127,7 @@ static bool egl_initDesktopShader(
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shader->uIsHDR = egl_shaderGetUniform(shader->shader, "isHDR" );
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shader->uMapHDRtoSDR = egl_shaderGetUniform(shader->shader, "mapHDRtoSDR" );
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shader->uMapHDRGain = egl_shaderGetUniform(shader->shader, "mapHDRGain" );
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shader->uMapHDRPQ = egl_shaderGetUniform(shader->shader, "mapHDRPQ" );
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return true;
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}
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@@ -342,6 +345,7 @@ bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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desktop->width = format.frameWidth;
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desktop->height = format.frameHeight;
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desktop->hdr = format.hdr;
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desktop->hdrPQ = format.hdrPQ;
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if (!egl_textureSetup(
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desktop->texture,
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@@ -538,6 +542,11 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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.type = EGL_UNIFORM_TYPE_1F,
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.location = shader->uMapHDRGain,
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.f = { mapHDRGain }
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},
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{
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uMapHDRPQ,
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.f = { desktop->hdrPQ }
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}
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};
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@@ -23,6 +23,7 @@ uniform int cbMode;
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uniform bool isHDR;
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uniform bool mapHDRtoSDR;
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uniform float mapHDRGain;
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uniform bool mapHDRPQ;
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void main()
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{
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@@ -43,7 +44,7 @@ void main()
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}
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if (isHDR && mapHDRtoSDR)
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color.rgb = mapToSDR(color.rgb, mapHDRGain);
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color.rgb = mapToSDR(color.rgb, mapHDRGain, mapHDRPQ);
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if (cbMode > 0)
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color = cbTransform(color, cbMode);
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@@ -40,7 +40,7 @@ float midGain(vec3 pixel)
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min(pixel.r, pixel.g)); // min = b
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}
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vec3 compress(vec3 pixel, float gain)
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vec3 compress(vec3 pixel)
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{
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float maxGain = maxGain(pixel);
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return pixel * (maxGain < knee ? maxGain :
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@@ -99,8 +99,10 @@ vec3 bt2020to709(vec3 bt2020)
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bt2020.r * -0.0182 + bt2020.g * -0.1006 + bt2020.b * 1.1187);
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}
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vec3 mapToSDR(vec3 color, float gain)
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vec3 mapToSDR(vec3 color, float gain, bool pq)
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{
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vec3 lin = bt2020to709(pq2lin(color.rgb, gain));
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return lin2srgb(compress(lin, gain));
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if (pq)
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color = pq2lin(color.rgb, gain);
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color = bt2020to709(color);
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return lin2srgb(compress(color));
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}
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