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[client] egl: make it possible to configure HDR to SDR mapping
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@ -51,6 +51,8 @@ struct DesktopShader
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GLint uNVGain;
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GLint uCBMode;
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GLint uIsHDR;
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GLint uMapHDRtoSDR;
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GLint uMapHDRGain;
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};
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struct EGL_Desktop
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@ -85,6 +87,11 @@ struct EGL_Desktop
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bool useDMA;
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LG_RendererFormat format;
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// map HDR content to SDR
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bool mapHDRtoSDR;
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int peakLuminance;
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int maxCLL;
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EGL_PostProcess * pp;
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_Atomic(bool) processFrame;
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};
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@ -116,6 +123,8 @@ static bool egl_initDesktopShader(
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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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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return true;
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}
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@ -184,6 +193,10 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
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desktop->scaleAlgo = option_get_int("egl", "scale" );
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desktop->useDMA = useDMA;
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desktop->mapHDRtoSDR = option_get_bool("egl", "mapHDRtoSDR" );
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desktop->peakLuminance = option_get_int ("egl", "peakLuminance");
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desktop->maxCLL = option_get_int ("egl", "maxCLL" );
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if (!egl_postProcessInit(&desktop->pp))
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{
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DEBUG_ERROR("Failed to initialize the post process manager");
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@ -274,6 +287,14 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
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}
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igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
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igPopItemWidth();
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igSeparator();
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igCheckbox("Map HDR content to SDR", &desktop->mapHDRtoSDR);
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igSliderInt("Peak Luminance", &desktop->peakLuminance, 1, 10000,
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"%d nits",
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ImGuiInputTextFlags_CharsDecimal);
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igSliderInt("Max content light level (nits)", &desktop->maxCLL, 1, 10000,
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"%d nits", ImGuiInputTextFlags_CharsDecimal);
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}
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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@ -458,6 +479,9 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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desktop->useDMA && texture == desktop->texture ?
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&desktop->dmaShader : &desktop->shader;
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const float mapHDRGain =
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desktop->maxCLL / desktop->peakLuminance;
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EGL_Uniform uniforms[] =
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{
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{
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@ -490,6 +514,16 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uIsHDR,
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.i = { desktop->hdr }
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},
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{
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uMapHDRtoSDR,
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.i = { desktop->mapHDRtoSDR }
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},
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{
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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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@ -202,6 +202,27 @@ static struct Option egl_options[] =
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{
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.module = "egl",
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.name = "mapHDRtoSDR",
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.description = "Map HDR content to the SDR color space",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{
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.module = "egl",
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.name = "peakLuminance",
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.description = "The peak luminance level in nits for HDR to SDR mapping",
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.type = OPTION_TYPE_INT,
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.value.x_int = 250,
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},
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{
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.module = "egl",
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.name = "maxCLL",
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.description = "Maximum content light level in nits for HDR to SDR mapping",
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.type = OPTION_TYPE_INT,
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.value.x_int = 10000,
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},
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{0}
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};
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@ -21,6 +21,8 @@ uniform int scaleAlgo;
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uniform float nvGain;
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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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void main()
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{
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@ -40,8 +42,8 @@ void main()
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}
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}
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if (isHDR)
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color.rgb = mapToSDR(color.rgb);
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if (isHDR && mapHDRtoSDR)
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color.rgb = mapToSDR(color.rgb, mapHDRGain);
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if (cbMode > 0)
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color = cbTransform(color, cbMode);
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@ -13,14 +13,11 @@
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*/
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// Configuration ---------------------------------------------------------------
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const float peakLuminance = 250.0; // Peak playback screen luminance in nits
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const float knee = 0.75; // Compressor knee position
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const float ratio = 4.0; // Compressor ratio: 1 = disabled, <1 = expander
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const float maxCLL = 10000.0; // Maximum content light level in nits
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// -----------------------------------------------------------------------------
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// Precalculated values
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const float gain = maxCLL / peakLuminance;
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const float compressor = 1.0 / ratio;
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// PQ constants
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@ -43,10 +40,11 @@ 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)
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vec3 compress(vec3 pixel, float gain)
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{
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float gain = maxGain(pixel);
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return pixel * (gain < knee ? gain : knee + max(gain - knee, 0.0) * compressor) / gain;
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float maxGain = maxGain(pixel);
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return pixel * (maxGain < knee ? maxGain :
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knee + max(maxGain - knee, 0.0) * compressor) / maxGain;
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}
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vec3 fixClip(vec3 pixel)
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@ -67,7 +65,7 @@ vec3 fixClip(vec3 pixel)
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}
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// Returns luminance in nits
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vec3 pq2lin(vec3 pq)
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vec3 pq2lin(vec3 pq, float gain)
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{
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vec3 p = pow(pq, vec3(m2inv));
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vec3 d = max(p - c1, vec3(0.0)) / (c2 - c3 * p);
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@ -101,8 +99,8 @@ 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)
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vec3 mapToSDR(vec3 color, float gain)
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{
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vec3 lin = bt2020to709(pq2lin(color.rgb));
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return lin2srgb(compress(lin));
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vec3 lin = bt2020to709(pq2lin(color.rgb, gain));
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return lin2srgb(compress(lin, gain));
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}
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