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https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[client] egl: add support to map HDR to SDR
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@ -72,6 +72,7 @@ LG_RendererRotate;
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typedef struct LG_RendererFormat
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{
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FrameType type; // frame type
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bool hdr; // if the frame is HDR or not
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unsigned int screenWidth; // actual width of the host
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unsigned int screenHeight; // actual height of the host
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unsigned int frameWidth; // width of frame transmitted
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@ -50,6 +50,7 @@ struct DesktopShader
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GLint uScaleAlgo;
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GLint uNVGain;
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GLint uCBMode;
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GLint uIsHDR;
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};
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struct EGL_Desktop
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@ -64,6 +65,7 @@ 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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LG_RendererRotate rotate;
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bool useSpice;
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@ -113,6 +115,7 @@ static bool egl_initDesktopShader(
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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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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return true;
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}
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@ -303,6 +306,7 @@ 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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if (!egl_textureSetup(
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desktop->texture,
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@ -481,6 +485,11 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uCBMode,
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.f = { desktop->cbMode }
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},
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{
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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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@ -9,6 +9,7 @@ precision highp float;
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#define EGL_SCALE_MAX 3
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#include "color_blind.h"
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#include "hdr.h"
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in vec2 uv;
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out vec4 color;
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@ -19,6 +20,7 @@ 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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void main()
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{
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@ -38,6 +40,9 @@ 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 (cbMode > 0)
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color = cbTransform(color, cbMode);
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108
client/renderers/EGL/shader/hdr.h
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108
client/renderers/EGL/shader/hdr.h
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@ -0,0 +1,108 @@
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/*
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_______ _____ __ __ ____ __
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/ ____(_)___ ___ ____ ___ ____ _ / ___// /_ ____ _____/ /__ _____ / __ \____ ______/ /__
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/ / / / __ \/ _ \/ __ `__ \/ __ `/ \__ \/ __ \/ __ `/ __ / _ \/ ___/ / /_/ / __ `/ ___/ //_/
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/ /___/ / / / / __/ / / / / / /_/ / ___/ / / / / /_/ / /_/ / __/ / / ____/ /_/ / /__/ ,<
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\____/_/_/ /_/\___/_/ /_/ /_/\__,_/ /____/_/ /_/\__,_/\__,_/\___/_/ /_/ \__,_/\___/_/|_|
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http://en.sbence.hu/ Shader: Try to get the SDR part of HDR content
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*/
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/**
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* Translated to GLSL, original source is:
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* https://github.com/VoidXH/Cinema-Shader-Pack
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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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const float m1inv = 16384.0 / 2610.0;
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const float m2inv = 32.0 / 2523.0;
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const float c1 = 3424.0 / 4096.0;
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const float c2 = 2413.0 / 128.0;
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const float c3 = 2392.0 / 128.0;
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float minGain(vec3 pixel) { return min(pixel.r, min(pixel.g, pixel.b)); }
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float maxGain(vec3 pixel) { return max(pixel.r, max(pixel.g, pixel.b)); }
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float midGain(vec3 pixel)
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{
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return pixel.r < pixel.g ?
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(pixel.r < pixel.b ?
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min(pixel.g, pixel.b) : // min = r
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min(pixel.r, pixel.g)) : // min = b
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(pixel.g < pixel.b ?
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min(pixel.r, pixel.b) : // min = g
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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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{
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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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}
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vec3 fixClip(vec3 pixel)
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{
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// keep the (mid - min) / (max - min) ratio
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float preMin = minGain(pixel);
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float preMid = midGain(pixel);
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float preMax = maxGain(pixel);
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vec3 clip = clamp(pixel, 0.0, 1.0);
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float postMin = minGain(clip);
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float postMid = midGain(clip);
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float postMax = maxGain(clip);
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float ratio = (preMid - preMin) / (preMax - preMin);
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float newMid = ratio * (postMax - postMin) + postMin;
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return vec3(clip.r != postMid ? clip.r : newMid,
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clip.g != postMid ? clip.g : newMid,
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clip.b != postMid ? clip.b : newMid);
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}
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// Returns luminance in nits
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vec3 pq2lin(vec3 pq)
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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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return pow(d, vec3(m1inv)) * gain;
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}
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vec3 srgb2lin(vec3 c)
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{
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vec3 v = c / 12.92;
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vec3 v2 = pow((c + vec3(0.055)) / 1.055, vec3(2.4));
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vec3 threshold = vec3(0.04045);
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vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
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return result;
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}
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vec3 lin2srgb(vec3 c)
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{
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vec3 v = c * 12.92;
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vec3 v2 = pow(c, vec3(1.0/2.4)) * 1.055 - 0.055;
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vec3 threshold = vec3(0.0031308);
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vec3 result = mix(v, v2, greaterThanEqual(c, threshold));
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return result;
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}
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// in linear space
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vec3 bt2020to709(vec3 bt2020)
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{
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return vec3(
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bt2020.r * 1.6605 + bt2020.g * -0.5876 + bt2020.b * -0.0728,
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bt2020.r * -0.1246 + bt2020.g * 1.1329 + bt2020.b * -0.0083,
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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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{
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vec3 lin = bt2020to709(pq2lin(color.rgb));
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return lin2srgb(compress(lin));
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}
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@ -631,6 +631,7 @@ int main_frameThread(void * unused)
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lgrFormat.frameHeight = frame->frameHeight;
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lgrFormat.stride = frame->stride;
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lgrFormat.pitch = frame->pitch;
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lgrFormat.hdr = frame->flags & FRAME_FLAG_HDR;
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if (frame->flags & FRAME_FLAG_TRUNCATED)
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{
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@ -695,11 +696,12 @@ int main_frameThread(void * unused)
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g_state.formatValid = true;
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formatVer = frame->formatVer;
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DEBUG_INFO("Format: %s %ux%u stride:%u pitch:%u rotation:%d",
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DEBUG_INFO("Format: %s %ux%u stride:%u pitch:%u rotation:%d hdr:%d",
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FrameTypeStr[frame->type],
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frame->frameWidth, frame->frameHeight,
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frame->stride, frame->pitch,
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frame->rotation);
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frame->rotation,
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frame->flags & FRAME_FLAG_HDR ? 1 : 0);
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LG_LOCK(g_state.lgrLock);
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if (!RENDERER(onFrameFormat, lgrFormat))
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