[client] egl: make native HDR encoding-safe

Request true floating-point EGL configs for scRGB and expose the native
encodings supported by the selected surface. Fall back to software HDR
mapping when the surface cannot represent the incoming wire format.

Resample PQ in linear light, keep SDR-only effects out of native PQ
chains, and consume the cursor-specific white level without changing
binary monochrome cursor mask operations.
This commit is contained in:
Geoffrey McRae
2026-07-19 04:42:30 +10:00
parent 20225f05d1
commit 70b795c5ba
10 changed files with 160 additions and 42 deletions

View File

@@ -9,7 +9,7 @@ out vec4 color;
uniform sampler2D sampler1;
uniform float scale;
uniform bool mapSDRtoPQ;
uniform int wireTransfer; // 0: sRGB, 1: scRGB, 2: PQ
uniform float sdrWhiteLevel;
void main()
@@ -30,11 +30,13 @@ void main()
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
discard;
if (mapSDRtoPQ)
if (wireTransfer == 2)
{
vec3 linear = bt709to2020(srgb2lin(tmp.rgb));
tmp.rgb = lin2pq(linear * (sdrWhiteLevel / 10000.0));
}
else if (wireTransfer == 1)
tmp.rgb = srgb2lin(tmp.rgb) * (sdrWhiteLevel / 80.0);
color = tmp;
}

View File

@@ -26,6 +26,27 @@ uniform bool mapHDRtoSDR;
uniform float mapHDRGain;
uniform bool mapHDRPQ;
vec4 samplePQLinear(vec2 coord)
{
ivec2 size = textureSize(sampler1, 0);
vec2 samplePos = coord * vec2(size) - 0.5;
ivec2 base = ivec2(floor(samplePos));
vec2 f = fract(samplePos);
ivec2 limit = size - ivec2(1);
vec3 c00 = pq2lin(texelFetch(sampler1,
clamp(base, ivec2(0), limit), 0).rgb, 1.0);
vec3 c10 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 0), ivec2(0), limit), 0).rgb, 1.0);
vec3 c01 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(0, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 c11 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 linear = mix(mix(c00, c10, f.x), mix(c01, c11, f.x), f.y);
return vec4(lin2pq(max(linear, 0.0)), 1.0);
}
void main()
{
switch (scaleAlgo)
@@ -39,7 +60,7 @@ void main()
case EGL_SCALE_LINEAR:
{
color = texture(sampler1, uv);
color = isHDR && mapHDRPQ ? samplePQLinear(uv) : texture(sampler1, uv);
break;
}
}
@@ -47,10 +68,13 @@ void main()
if (isHDR && mapHDRtoSDR)
color.rgb = mapToSDR(color.rgb, mapHDRGain, mapHDRPQ);
if (cbMode > 0)
// The legacy effects are defined for an SDR signal. Do not apply them to a
// native HDR signal where their nonlinear operations would alter luminance
// and gamut incorrectly. They remain available after HDR-to-SDR mapping.
if (cbMode > 0 && (!isHDR || mapHDRtoSDR))
color = cbTransform(color, cbMode);
if (nvGain > 0.0)
if (nvGain > 0.0 && (!isHDR || mapHDRtoSDR))
{
highp float lumi = (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
if (lumi < 0.5)