diff options
Diffstat (limited to 'video/out/gpu/video_shaders.c')
-rw-r--r-- | video/out/gpu/video_shaders.c | 37 |
1 files changed, 31 insertions, 6 deletions
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c index 8e33255390..eb3f287236 100644 --- a/video/out/gpu/video_shaders.c +++ b/video/out/gpu/video_shaders.c @@ -559,6 +559,10 @@ void pass_inverse_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, floa // under a typical presentation gamma of about 2.0. static const float sdr_avg = 0.25; +// The threshold for which to consider an average luminance difference to be +// a sign of a scene change. +static const int scene_threshold = 0.2 * MP_REF_WHITE; + static void hdr_update_peak(struct gl_shader_cache *sc) { // For performance, we want to do as few atomic operations on global @@ -578,14 +582,16 @@ static void hdr_update_peak(struct gl_shader_cache *sc) GLSL(if (gl_LocalInvocationIndex == 0) {) GLSL( uint wg_avg = wg_sum / (gl_WorkGroupSize.x * gl_WorkGroupSize.y);) GLSL( atomicMax(frame_max[frame_idx], wg_avg);) - GLSL( atomicAdd(frame_sum[frame_idx], wg_avg);) + GLSL( atomicAdd(frame_avg[frame_idx], wg_avg);) GLSL(}) + const float refi = 1.0 / MP_REF_WHITE; + // Update the sig_peak/sig_avg from the old SSBO state GLSL(uint num_wg = gl_NumWorkGroups.x * gl_NumWorkGroups.y;) GLSL(if (frame_num > 0) {) - GLSLF(" float peak = float(total_max) / (%f * float(frame_num));\n", MP_REF_WHITE); - GLSLF(" float avg = float(total_sum) / (%f * float(frame_num * num_wg));\n", MP_REF_WHITE); + GLSLF(" float peak = %f * float(total_max) / float(frame_num);\n", refi); + GLSLF(" float avg = %f * float(total_avg) / float(frame_num);\n", refi); GLSLF(" sig_peak = max(1.0, peak);\n"); GLSLF(" sig_avg = max(%f, avg);\n", sdr_avg); GLSL(}); @@ -594,12 +600,31 @@ static void hdr_update_peak(struct gl_shader_cache *sc) GLSL(memoryBarrierBuffer();) GLSL(barrier();) GLSL(if (gl_LocalInvocationIndex == 0 && atomicAdd(counter, 1) == num_wg - 1) {) + + // Since we sum up all the workgroups, we also still need to divide the + // average by the number of work groups GLSL( counter = 0;) + GLSL( frame_avg[frame_idx] /= num_wg;) + GLSL( uint cur_max = frame_max[frame_idx];) + GLSL( uint cur_avg = frame_avg[frame_idx];) + + // Scene change detection + GLSL( int diff = int(frame_num * cur_avg) - int(total_avg);) + GLSLF(" if (abs(diff) > frame_num * %d) {\n", scene_threshold); + GLSL( frame_num = 0;) + GLSL( total_max = total_avg = 0;) + GLSLF(" for (uint i = 0; i < %d; i++)\n", PEAK_DETECT_FRAMES+1); + GLSL( frame_max[i] = frame_avg[i] = 0;) + GLSL( frame_max[frame_idx] = cur_max;) + GLSL( frame_avg[frame_idx] = cur_avg;) + GLSL( }) + // Add the current frame, then subtract and reset the next frame GLSLF(" uint next = (frame_idx + 1) %% %d;\n", PEAK_DETECT_FRAMES+1); - GLSL( total_max += frame_max[frame_idx] - frame_max[next];) - GLSL( total_sum += frame_sum[frame_idx] - frame_sum[next];) - GLSL( frame_max[next] = frame_sum[next] = 0;) + GLSL( total_max += cur_max - frame_max[next];) + GLSL( total_avg += cur_avg - frame_avg[next];) + GLSL( frame_max[next] = frame_avg[next] = 0;) + // Update the index and count GLSL( frame_idx = next;) GLSLF(" frame_num = min(frame_num + 1, %d);\n", PEAK_DETECT_FRAMES); |