Files
LookingGlass/idd/LGIdd/postprocess/effect/CHDR16to10Effect.cpp
2026-08-14 02:30:31 +10:00

179 lines
5.9 KiB
C++

/**
* 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<ID3D12Device3>& 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<float4> src : register(t0);\n"
"RWTexture2D<float4> 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<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst)
{
return Set(device, src, dst, true);
}
PostProcessStatus CHDR16to10Effect::Cfg(
const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst)
{
return Set(device, src, dst, false);
}
PostProcessStatus CHDR16to10Effect::Set(
const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst, bool own)
{
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 = own ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS :
dst.desc.Flags;
if (!(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS))
return PostProcessStatus::FAILED;
if (own && !CreateDefaultTexture(device, desc, m_dst))
return PostProcessStatus::FAILED;
m_outDesc = desc;
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<ID3D12Resource> CHDR16to10Effect::Run(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
unsigned * nbDirtyRects)
{
if (!m_dst || !Draw(device, commandList, src, m_dst.Get(),
dirtyRects, nbDirtyRects))
return nullptr;
return m_dst;
}
bool CHDR16to10Effect::Run(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
RECT dirtyRects[], unsigned * nbDirtyRects)
{
if (!device || !commandList || !src || src.Get() == dst || !IsDst(dst))
return false;
return Draw(device, commandList, src, dst,
dirtyRects, nbDirtyRects);
}
bool CHDR16to10Effect::Draw(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
RECT dirtyRects[], unsigned * nbDirtyRects)
{
UNREFERENCED_PARAMETER(dirtyRects);
UNREFERENCED_PARAMETER(nbDirtyRects);
TransitionDst(commandList, dst, 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, dst, DXGI_FORMAT_R10G10B10A2_UNORM);
Dispatch(commandList);
TransitionDst(commandList, dst, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON);
return true;
}