/** * Looking Glass * Copyright © 2017-2026 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "CHDR16to10Effect.h" #include "CDebug.h" using namespace PostProcessUtil; bool CHDR16to10Effect::Init(const ComPtr& device) { D3D12_DESCRIPTOR_RANGE ranges[] = { Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0), Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0), Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0), }; const char * shader = "cbuffer Constants : register(b0)\n" "{\n" " float ReferenceWhiteNits;\n" "};\n" "Texture2D src : register(t0);\n" "RWTexture2D dst : register(u0);\n" "static const float PQ_m1 = 0.1593017578125;\n" "static const float PQ_m2 = 78.84375;\n" "static const float PQ_c1 = 0.8359375;\n" "static const float PQ_c2 = 18.8515625;\n" "static const float PQ_c3 = 18.6875;\n" "[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n" "void main(uint3 dt : SV_DispatchThreadID)\n" "{\n" " float3 linearValue = src[dt.xy].rgb * ReferenceWhiteNits;\n" " // scRGB uses BT.709 primaries whereas HDR10/PQ output uses BT.2020.\n" " // Rotate the gamut in linear light (BT.2087) BEFORE applying the PQ\n" " // curve, otherwise the BT.709 values are later reinterpreted as BT.2020\n" " // and saturated colours (most visibly red) are pushed outside their\n" " // intended gamut.\n" " float3 rec2020 = float3(\n" " dot(linearValue, float3(0.6274039, 0.3292830, 0.0433131)),\n" " dot(linearValue, float3(0.0690973, 0.9195404, 0.0113623)),\n" " dot(linearValue, float3(0.0163914, 0.0880133, 0.8955953)));\n" " // scRGB to PQ (ST.2084)\n" " float3 Y = rec2020 / 10000.0;\n" " float3 Ym1 = pow(max(Y, 0.0), PQ_m1);\n" " float3 pq = pow((PQ_c1 + PQ_c2 * Ym1) / (1.0 + PQ_c3 * Ym1), PQ_m2);\n" " dst[dt.xy] = float4(pq, src[dt.xy].a);\n" "}\n"; if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader)) return false; const size_t size = AlignTo(sizeof(m_consts), (size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer); if (FAILED(hr)) { DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer"); return false; } hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts)); if (FAILED(hr)) return false; return true; } PostProcessStatus CHDR16to10Effect::SetFormat( const ComPtr& device, const D12FrameFormat& src, D12FrameFormat& dst) { if (src.desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT || !src.hdr) return PostProcessStatus::BYPASS_EFFECT; D3D12_RESOURCE_DESC desc = src.desc; desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; if (!CreateDefaultTexture(device, desc, m_dst)) return PostProcessStatus::FAILED; m_threadsX = Groups((unsigned)desc.Width); m_threadsY = Groups(desc.Height); dst.desc = desc; dst.format = FRAME_TYPE_RGBA10; dst.hdr = true; dst.hdrPQ = true; // Gamut conversion changes the signal's container primaries to BT.2020, but // does not change the mastering display chromaticities described by ST 2086. D12::CopyHdr(dst, src); return PostProcessStatus::SUCCESS; } ComPtr CHDR16to10Effect::Run( const ComPtr& device, const ComPtr& commandList, const ComPtr& src, RECT dirtyRects[], unsigned * nbDirtyRects) { UNREFERENCED_PARAMETER(dirtyRects); UNREFERENCED_PARAMETER(nbDirtyRects); TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts)); SRV(device, 1, src.Get(), DXGI_FORMAT_R16G16B16A16_FLOAT); UAV(device, 2, m_dst.Get(), DXGI_FORMAT_R10G10B10A2_UNORM); Dispatch(commandList); TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COMMON); return m_dst; }