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Diffstat (limited to 'video/out/gpu/video_shaders.c')
-rw-r--r--video/out/gpu/video_shaders.c96
1 files changed, 38 insertions, 58 deletions
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c
index 315e15cc89..0fff8f05f2 100644
--- a/video/out/gpu/video_shaders.c
+++ b/video/out/gpu/video_shaders.c
@@ -567,75 +567,55 @@ static void pass_inverse_ootf(struct gl_shader_cache *sc, enum mp_csp_light ligh
// 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)
+static void hdr_update_peak(struct gl_shader_cache *sc,
+ const struct gl_tone_map_opts *opts)
{
- // For performance, we want to do as few atomic operations on global
- // memory as possible, so use an atomic in shmem for the work group.
- GLSLH(shared uint wg_sum;);
- GLSL(wg_sum = 0;)
-
- // Have each thread update the work group sum with the local value
+ // Update the sig_peak/sig_avg from the old SSBO state
+ GLSL(sig_avg = max(1e-3, average.x);)
+ GLSL(sig_peak = max(1.00, average.y);)
+
+ // For performance, and to avoid overflows, we tally up the sub-results per
+ // pixel using shared memory first
+ GLSLH(shared uint wg_sum;)
+ GLSLH(shared uint wg_max;)
+ GLSL(wg_sum = wg_max = 0;)
GLSL(barrier();)
- GLSLF("atomicAdd(wg_sum, uint(sig_max * %f));\n", MP_REF_WHITE);
+ GLSLF("uint sig_uint = uint(sig_max * %f);\n", MP_REF_WHITE);
+ GLSL(atomicAdd(wg_sum, sig_uint);)
+ GLSL(atomicMax(wg_max, sig_uint);)
- // 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
- // more stable and smooth out tiny super-highlights.
+ // Have one thread per work group update the global atomics
GLSL(memoryBarrierShared();)
GLSL(barrier();)
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_avg[frame_idx], wg_avg);)
+ GLSL( atomicAdd(frame_sum, wg_avg);)
+ GLSL( atomicMax(frame_max, wg_max);)
+ GLSL( memoryBarrierBuffer();)
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 = %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(});
+ GLSL(barrier();)
// Finally, to update the global state, we increment a counter per dispatch
- GLSL(memoryBarrierBuffer();)
- GLSL(barrier();)
+ GLSL(uint num_wg = gl_NumWorkGroups.x * gl_NumWorkGroups.y;)
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 += 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);
+ GLSL( vec2 cur = vec2(float(frame_sum) / float(num_wg), frame_max);)
+ GLSLF(" cur *= 1.0/%f;\n", MP_REF_WHITE);
+
+ // Use an IIR low-pass filter to smooth out the detected values, with a
+ // configurable decay rate based on the desired time constant (tau)
+ float a = 1.0 - cos(1.0 / opts->decay_rate);
+ float decay = sqrt(a*a + 2*a) - a;
+ GLSLF(" average += %f * (cur - average);\n", decay);
+
+ // Scene change hysteresis
+ GLSLF(" float weight = smoothstep(%f, %f, abs(cur.x - average.x));\n",
+ (float) opts->scene_threshold_low / MP_REF_WHITE,
+ (float) opts->scene_threshold_high / MP_REF_WHITE);
+ GLSL( average = mix(average, cur, weight);)
+
+ // Reset SSBO state for the next frame
+ GLSL( frame_max = frame_sum = 0;)
GLSL( memoryBarrierBuffer();)
GLSL(})
}
@@ -659,7 +639,7 @@ static void pass_tone_map(struct gl_shader_cache *sc,
GLSLF("float sig_avg = %f;\n", sdr_avg);
if (opts->compute_peak >= 0)
- hdr_update_peak(sc);
+ hdr_update_peak(sc, opts);
GLSLF("vec3 sig = color.rgb;\n");