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authorNiklas Haas <git@haasn.xyz>2018-12-27 18:34:19 +0100
committerJan Ekström <jeebjp@gmail.com>2019-02-18 01:54:06 +0200
commit3fe882d4ae80fa060a71dad0d6d1605afcfe98b6 (patch)
tree56c1a100c373d4a7800f3c016ba7b79e0306c4db /video/out/gpu/video_shaders.c
parent36600ff1633871a996fe05b8e0ff0b22c2ebb0f9 (diff)
downloadmpv-3fe882d4ae80fa060a71dad0d6d1605afcfe98b6.tar.bz2
mpv-3fe882d4ae80fa060a71dad0d6d1605afcfe98b6.tar.xz
vo_gpu: improve tone mapping desaturation
Instead of desaturating towards luma, we desaturate towards the per-channel tone mapped version. This essentially proves a smooth roll-off towards the "hollywood"-style (non-chromatic) tone mapping algorithm, which works better for bright content, while continuing to use the "linear" style (chromatic) tone mapping algorithm for primarily in-gamut content. We also split up the desaturation algorithm into strength and exponent, which allows users to use less aggressive desaturation settings without affecting the overall curve.
Diffstat (limited to 'video/out/gpu/video_shaders.c')
-rw-r--r--video/out/gpu/video_shaders.c101
1 files changed, 54 insertions, 47 deletions
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c
index 342fb39ded..315e15cc89 100644
--- a/video/out/gpu/video_shaders.c
+++ b/video/out/gpu/video_shaders.c
@@ -580,7 +580,7 @@ static void hdr_update_peak(struct gl_shader_cache *sc)
// Have each thread update the work group sum with the local value
GLSL(barrier();)
- GLSLF("atomicAdd(wg_sum, uint(sig * %f));\n", MP_REF_WHITE);
+ GLSLF("atomicAdd(wg_sum, uint(sig_max * %f));\n", MP_REF_WHITE);
// Have one thread per work group update the global atomics. We use the
// work group average even for the global sum, to make the values slightly
@@ -642,48 +642,42 @@ static void hdr_update_peak(struct gl_shader_cache *sc)
// Tone map from a known peak brightness to the range [0,1]. If ref_peak
// is 0, we will use peak detection instead
-static void pass_tone_map(struct gl_shader_cache *sc, bool detect_peak,
+static void pass_tone_map(struct gl_shader_cache *sc,
float src_peak, float dst_peak,
- enum tone_mapping algo, float param, float desat)
+ const struct gl_tone_map_opts *opts)
{
GLSLF("// HDR tone mapping\n");
// To prevent discoloration due to out-of-bounds clipping, we need to make
// sure to reduce the value range as far as necessary to keep the entire
// signal in range, so tone map based on the brightest component.
- GLSL(float sig = max(max(color.r, color.g), color.b);)
+ GLSL(int sig_idx = 0;)
+ GLSL(if (color[1] > color[sig_idx]) sig_idx = 1;)
+ GLSL(if (color[2] > color[sig_idx]) sig_idx = 2;)
+ GLSL(float sig_max = color[sig_idx];)
GLSLF("float sig_peak = %f;\n", src_peak);
GLSLF("float sig_avg = %f;\n", sdr_avg);
- if (detect_peak)
+ if (opts->compute_peak >= 0)
hdr_update_peak(sc);
+ GLSLF("vec3 sig = color.rgb;\n");
+
// Rescale the variables in order to bring it into a representation where
// 1.0 represents the dst_peak. This is because all of the tone mapping
// algorithms are defined in such a way that they map to the range [0.0, 1.0].
if (dst_peak > 1.0) {
- GLSLF("sig *= %f;\n", 1.0 / dst_peak);
- GLSLF("sig_peak *= %f;\n", 1.0 / dst_peak);
+ GLSLF("sig *= 1.0/%f;\n", dst_peak);
+ GLSLF("sig_peak *= 1.0/%f;\n", dst_peak);
}
- GLSL(float sig_orig = sig;)
+ GLSL(float sig_orig = sig[sig_idx];)
GLSLF("float slope = min(1.0, %f / sig_avg);\n", sdr_avg);
GLSL(sig *= slope;)
GLSL(sig_peak *= slope;)
- // Desaturate the color using a coefficient dependent on the signal.
- // Do this after peak detection in order to prevent over-desaturating
- // overly bright souces
- if (desat > 0) {
- float base = 0.18 * dst_peak;
- GLSL(float luma = dot(dst_luma, color.rgb);)
- GLSLF("float coeff = max(sig - %f, 1e-6) / max(sig, 1e-6);\n", base);
- GLSLF("coeff = pow(coeff, %f);\n", 10.0 / desat);
- GLSL(color.rgb = mix(color.rgb, vec3(luma), coeff);)
- GLSL(sig = mix(sig, luma * slope, coeff);) // also make sure to update `sig`
- }
-
- switch (algo) {
+ float param = opts->curve_param;
+ switch (opts->curve) {
case TONE_MAPPING_CLIP:
GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);
break;
@@ -697,14 +691,15 @@ static void pass_tone_map(struct gl_shader_cache *sc, bool detect_peak,
GLSLF("float b = (j*j - 2.0*j*sig_peak + sig_peak) / "
"max(1e-6, sig_peak - 1.0);\n");
GLSLF("float scale = (b*b + 2.0*b*j + j*j) / (b-a);\n");
- GLSL(sig = sig > j ? scale * (sig + a) / (sig + b) : sig;)
+ GLSLF("sig = mix(sig, scale * (sig + vec3(a)) / (sig + vec3(b)),"
+ " greaterThan(sig, vec3(j)));\n");
GLSLF("}\n");
break;
case TONE_MAPPING_REINHARD: {
float contrast = isnan(param) ? 0.5 : param,
offset = (1.0 - contrast) / contrast;
- GLSLF("sig = sig / (sig + %f);\n", offset);
+ GLSLF("sig = sig / (sig + vec3(%f));\n", offset);
GLSLF("float scale = (sig_peak + %f) / sig_peak;\n", offset);
GLSL(sig *= scale;)
break;
@@ -712,19 +707,25 @@ static void pass_tone_map(struct gl_shader_cache *sc, bool detect_peak,
case TONE_MAPPING_HABLE: {
float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30;
- GLSLHF("float hable(float x) {\n");
- GLSLHF("return ((x * (%f*x + %f)+%f)/(x * (%f*x + %f) + %f)) - %f;\n",
- A, C*B, D*E, A, B, D*F, E/F);
+ GLSLHF("vec3 hable(vec3 x) {\n");
+ GLSLHF("return (x * (%f*x + vec3(%f)) + vec3(%f)) / "
+ " (x * (%f*x + vec3(%f)) + vec3(%f)) "
+ " - vec3(%f);\n",
+ A, C*B, D*E,
+ A, B, D*F,
+ E/F);
GLSLHF("}\n");
- GLSL(sig = hable(sig) / hable(sig_peak);)
+ GLSLF("sig = hable(max(vec3(0.0), sig)) / hable(vec3(sig_peak)).x;\n");
break;
}
case TONE_MAPPING_GAMMA: {
float gamma = isnan(param) ? 1.8 : param;
- GLSLF("const float cutoff = 0.05, gamma = %f;\n", 1.0/gamma);
- GLSL(float scale = pow(cutoff / sig_peak, gamma) / cutoff;)
- GLSL(sig = sig > cutoff ? pow(sig / sig_peak, gamma) : scale * sig;)
+ GLSLF("const float cutoff = 0.05, gamma = 1.0/%f;\n", gamma);
+ GLSL(float scale = pow(cutoff / sig_peak, gamma.x) / cutoff;)
+ GLSLF("sig = mix(scale * sig,"
+ " pow(sig / sig_peak, vec3(gamma)),"
+ " greaterThan(sig, vec3(cutoff)));\n");
break;
}
@@ -738,24 +739,32 @@ static void pass_tone_map(struct gl_shader_cache *sc, bool detect_peak,
abort();
}
- // Apply the computed scale factor to the color, linearly to prevent
- // discoloration
- GLSL(sig = min(sig, 1.0);)
- GLSL(color.rgb *= vec3(sig / sig_orig);)
+ GLSL(sig = min(sig, vec3(1.0));)
+ GLSL(vec3 sig_lin = color.rgb * (sig[sig_idx] / sig_orig);)
+
+ // Mix between the per-channel tone mapped and the linear tone mapped
+ // signal based on the desaturation strength
+ if (opts->desat > 0) {
+ float base = 0.18 * dst_peak;
+ GLSLF("float coeff = max(sig[sig_idx] - %f, 1e-6) / "
+ " max(sig[sig_idx], 1.0);\n", base);
+ GLSLF("coeff = %f * pow(coeff, %f);\n", opts->desat, opts->desat_exp);
+ GLSLF("color.rgb = mix(sig_lin, %f * sig, coeff);\n", dst_peak);
+ } else {
+ GLSL(color.rgb = sig_lin;)
+ }
}
// Map colors from one source space to another. These source spaces must be
// known (i.e. not MP_CSP_*_AUTO), as this function won't perform any
// auto-guessing. If is_linear is true, we assume the input has already been
-// linearized (e.g. for linear-scaling). If `detect_peak` is true, we will
-// detect the peak instead of relying on metadata. Note that this requires
-// the caller to have already bound the appropriate SSBO and set up the
-// compute shader metadata
-void pass_color_map(struct gl_shader_cache *sc,
+// linearized (e.g. for linear-scaling). If `opts->compute_peak` is true, we
+// will detect the peak instead of relying on metadata. Note that this requires
+// the caller to have already bound the appropriate SSBO and set up the compute
+// shader metadata
+void pass_color_map(struct gl_shader_cache *sc, bool is_linear,
struct mp_colorspace src, struct mp_colorspace dst,
- enum tone_mapping algo, float tone_mapping_param,
- float tone_mapping_desat, bool detect_peak,
- bool gamut_warning, bool is_linear)
+ const struct gl_tone_map_opts *opts)
{
GLSLF("// color mapping\n");
@@ -803,10 +812,8 @@ void pass_color_map(struct gl_shader_cache *sc,
// Tone map to prevent clipping when the source signal peak exceeds the
// encodable range or we've reduced the gamut
- if (src.sig_peak > dst.sig_peak) {
- pass_tone_map(sc, detect_peak, src.sig_peak, dst.sig_peak, algo,
- tone_mapping_param, tone_mapping_desat);
- }
+ if (src.sig_peak > dst.sig_peak)
+ pass_tone_map(sc, src.sig_peak, dst.sig_peak, opts);
if (need_ootf)
pass_inverse_ootf(sc, dst.light, dst.sig_peak);
@@ -821,7 +828,7 @@ void pass_color_map(struct gl_shader_cache *sc,
GLSLF("color.rgb *= vec3(%f);\n", 1.0 / dst_range);
// Warn for remaining out-of-gamut colors is enabled
- if (gamut_warning) {
+ if (opts->gamut_warning) {
GLSL(if (any(greaterThan(color.rgb, vec3(1.01)))))
GLSL(color.rgb = vec3(1.0) - color.rgb;) // invert
}