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author | Niklas Haas <git@nand.wakku.to> | 2014-11-26 21:35:08 +0100 |
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committer | wm4 <wm4@nowhere> | 2014-11-26 21:44:36 +0100 |
commit | b5848028138ef6bc2687576b9636b5a2a9c72a6b (patch) | |
tree | 8ad132b3b98e45dea4c2a39ed4000356e1fcd51b /video/out/gl_video.c | |
parent | cc5437746312127aed4e4c8e62091707ec61153c (diff) | |
download | mpv-b5848028138ef6bc2687576b9636b5a2a9c72a6b.tar.bz2 mpv-b5848028138ef6bc2687576b9636b5a2a9c72a6b.tar.xz |
vo_opengl: Linearize non-RGB sRGB files correctly (eg. JPEG)
Signed-off-by: wm4 <wm4@nowhere>
Diffstat (limited to 'video/out/gl_video.c')
-rw-r--r-- | video/out/gl_video.c | 32 |
1 files changed, 25 insertions, 7 deletions
diff --git a/video/out/gl_video.c b/video/out/gl_video.c index 3e87f20ab5..908442ad3d 100644 --- a/video/out/gl_video.c +++ b/video/out/gl_video.c @@ -901,11 +901,25 @@ static void compile_shaders(struct gl_video *p) bool use_conv_gamma = p->conv_gamma != 1.0; bool use_const_luma = p->image_params.colorspace == MP_CSP_BT_2020_C; + enum mp_csp_trc gamma_fun = MP_CSP_TRC_NONE; + // Linear light scaling is only enabled when either color correction // option (3dlut or srgb) is enabled, otherwise scaling is done in the // source space. We also need to linearize for constant luminance systems. - bool convert_to_linear_gamma = - (!p->is_linear_rgb && use_cms) || use_const_luma; + if ((!p->is_linear_rgb && use_cms) || use_const_luma) { + // We just use the color level range to distinguish between PC + // content like images, which are most likely sRGB, and TV content + // like movies, which are most likely BT.2020 + if (p->image_params.colorlevels == MP_CSP_LEVELS_PC && !p->hwdec_active) { + // FIXME: I don't know if hwdec sets the color levels to PC or not, + // but let's avoid the bug just in case. + gamma_fun = MP_CSP_TRC_SRGB; + } else if (p->opts.approx_gamma) { + gamma_fun = MP_CSP_TRC_BT_2020_APPROX; + } else { + gamma_fun = MP_CSP_TRC_BT_2020_EXACT; + } + } // Figure out the right color spaces we need to convert, if any enum mp_csp_prim prim_src = p->image_params.primaries, prim_dest; @@ -944,9 +958,11 @@ static void compile_shaders(struct gl_video *p) char *header_osd = talloc_strdup(tmp, header); shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_APPROX", - use_cms && p->opts.approx_gamma); + use_cms && gamma_fun == MP_CSP_TRC_BT_2020_APPROX); shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_BT2020", - use_cms && !p->opts.approx_gamma); + use_cms && gamma_fun == MP_CSP_TRC_BT_2020_EXACT); + shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_SRGB", + use_cms && gamma_fun == MP_CSP_TRC_SRGB); shader_def_opt(&header_osd, "USE_OSD_CMS_MATRIX", use_cms_matrix); shader_def_opt(&header_osd, "USE_OSD_3DLUT", p->use_lut_3d); // 3DLUT overrides SRGB @@ -981,9 +997,11 @@ static void compile_shaders(struct gl_video *p) shader_def_opt(&header_conv, "USE_CONV_GAMMA", use_conv_gamma); shader_def_opt(&header_conv, "USE_CONST_LUMA", use_const_luma); shader_def_opt(&header_conv, "USE_LINEAR_LIGHT_APPROX", - convert_to_linear_gamma && p->opts.approx_gamma); + gamma_fun == MP_CSP_TRC_BT_2020_APPROX); shader_def_opt(&header_conv, "USE_LINEAR_LIGHT_BT2020", - convert_to_linear_gamma && !p->opts.approx_gamma); + gamma_fun == MP_CSP_TRC_BT_2020_EXACT); + shader_def_opt(&header_conv, "USE_LINEAR_LIGHT_SRGB", + gamma_fun == MP_CSP_TRC_SRGB); if (p->opts.alpha_mode > 0 && p->has_alpha && p->plane_count > 3) shader_def(&header_conv, "USE_ALPHA_PLANE", "3"); if (p->opts.alpha_mode == 2 && p->has_alpha) @@ -1019,7 +1037,7 @@ static void compile_shaders(struct gl_video *p) // Don't sample from input video textures before converting the input to // linear light. - if (use_input_gamma || use_conv_gamma || convert_to_linear_gamma) + if (use_input_gamma || use_conv_gamma || gamma_fun != MP_CSP_TRC_NONE) use_indirect = true; // It doesn't make sense to scale the chroma with cscale in the 1. scale |