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authorNiklas Haas <git@nand.wakku.to>2016-05-16 02:44:30 +0200
committerNiklas Haas <git@nand.wakku.to>2016-05-16 02:49:49 +0200
commite047cc0931a22d277d7ccd14588f905d7852f7e0 (patch)
tree6ad6d88295bf3b7ab045ce6befadd063bec84c81 /video/out/opengl/video_shaders.h
parent3cfe98c6848d888e06e5d402f9100d55ab09d755 (diff)
downloadmpv-e047cc0931a22d277d7ccd14588f905d7852f7e0.tar.bz2
mpv-e047cc0931a22d277d7ccd14588f905d7852f7e0.tar.xz
vo_opengl: implement more HDR tonemapping algorithms
This is now a configurable option, with tunable parameters. I got inspiration for these algorithms off wikipedia. "simple" seems to work pretty well, but not well enough to make it a reasonable default. Some other notable candidates: - Local functions (e.g. based on local contrast or gradient) - Clamp with soft knee (linear up to a point) - Mapping in CIE L*Ch. Map L smoothly, clamp C and h. - Color appearance models These will have to be implemented some other time. Note that the parameter "peak_src" to pass_tone_map should, in principle, be auto-detected from the SEI information of the source file where available. This will also have to be implemented in a later commit.
Diffstat (limited to 'video/out/opengl/video_shaders.h')
-rw-r--r--video/out/opengl/video_shaders.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/video/out/opengl/video_shaders.h b/video/out/opengl/video_shaders.h
index 1f4496fbab..e43efadeb4 100644
--- a/video/out/opengl/video_shaders.h
+++ b/video/out/opengl/video_shaders.h
@@ -38,6 +38,8 @@ void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc);
void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc);
+void pass_tone_map(struct gl_shader_cache *sc, float peak_src, float peak_dst,
+ enum tone_mapping algo, float param);
void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
AVLFG *lfg);