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[idd] hdr: correct the BT.709 to BT.2020 conversion
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@@ -49,8 +49,17 @@ bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" float3 linearValue = src[dt.xy].rgb * ReferenceWhiteNits;\n"
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" // scRGB uses BT.709 primaries whereas HDR10/PQ output uses BT.2020.\n"
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" // Rotate the gamut in linear light (BT.2087) BEFORE applying the PQ\n"
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" // curve, otherwise the BT.709 values are later reinterpreted as BT.2020\n"
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" // and saturated colours (most visibly red) are pushed outside their\n"
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" // intended gamut.\n"
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" float3 rec2020 = float3(\n"
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" dot(linearValue, float3(0.6274039, 0.3292830, 0.0433131)),\n"
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" dot(linearValue, float3(0.0690973, 0.9195404, 0.0113623)),\n"
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" dot(linearValue, float3(0.0163914, 0.0880133, 0.8955953)));\n"
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" // scRGB to PQ (ST.2084)\n"
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" float3 Y = linearValue / 10000.0;\n"
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" float3 Y = rec2020 / 10000.0;\n"
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" float3 Ym1 = pow(max(Y, 0.0), PQ_m1);\n"
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" float3 pq = pow((PQ_c1 + PQ_c2 * Ym1) / (1.0 + PQ_c3 * Ym1), PQ_m2);\n"
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" dst[dt.xy] = float4(pq, src[dt.xy].a);\n"
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@@ -116,7 +125,16 @@ PostProcessStatus CHDR16to10Effect::SetFormat(
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// Explicitly propagate HDR static metadata so it survives post-processing.
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// Do not rely on the caller's copy semantics in CPostProcessor::Configure().
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memcpy(dst.displayPrimary, src.displayPrimary, sizeof(dst.displayPrimary));
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// The shader rotates the gamut from BT.709 to BT.2020, so advertise BT.2020
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// mastering primaries here rather than forwarding the source's BT.709 set
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// (in 0.00002 units) - otherwise consumers see PQ/BT.2020 content tagged
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// with BT.709 primaries.
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dst.displayPrimary[0][0] = 35400; // Rx
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dst.displayPrimary[0][1] = 14600; // Ry
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dst.displayPrimary[1][0] = 8500; // Gx
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dst.displayPrimary[1][1] = 39850; // Gy
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dst.displayPrimary[2][0] = 6550; // Bx
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dst.displayPrimary[2][1] = 2300; // By
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memcpy(dst.whitePoint , src.whitePoint , sizeof(dst.whitePoint ));
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dst.maxDisplayLuminance = src.maxDisplayLuminance;
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dst.minDisplayLuminance = src.minDisplayLuminance;
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52
obs/effect/hdrpq.effect
Normal file
52
obs/effect/hdrpq.effect
Normal file
@@ -0,0 +1,52 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float2 outputSize;
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uniform float3 colorMatrix0;
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uniform float3 colorMatrix1;
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uniform float3 colorMatrix2;
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uniform float scale;
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struct VertData
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData vert_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSHDRPQ(VertData vert_in) : TARGET
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{
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uvec2 outputPos = uvec2(vert_in.uv * outputSize);
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vec4 pixel = texelFetch(image, ivec2(outputPos), 0);
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/* SMPTE ST.2084 (PQ) EOTF: recover normalised linear light where 1.0
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* corresponds to 10000 cd/m² */
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vec3 e = pow(max(pixel.rgb, 0.0), vec3(1.0 / 78.84375));
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vec3 num = max(e - 0.8359375, 0.0);
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vec3 den = 18.8515625 - 18.6875 * e;
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vec3 lin = pow(num / den, vec3(1.0 / 0.1593017578125));
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/* convert from the source display primaries to BT.709 in linear light */
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vec3 rgb709 = vec3(
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dot(colorMatrix0, lin),
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dot(colorMatrix1, lin),
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dot(colorMatrix2, lin));
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/* scale to the scRGB reference white convention (1.0 = 80 cd/m²) */
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return float4(rgb709 * scale, pixel.a);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSHDRPQ(vert_in);
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}
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}
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