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-rw-r--r--video/out/gpu/video_shaders.c872
1 files changed, 872 insertions, 0 deletions
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c
new file mode 100644
index 0000000000..60c5ce82ac
--- /dev/null
+++ b/video/out/gpu/video_shaders.c
@@ -0,0 +1,872 @@
+/*
+ * This file is part of mpv.
+ *
+ * mpv is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * mpv is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with mpv. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include <math.h>
+
+#include "video_shaders.h"
+#include "video.h"
+
+#define GLSL(x) gl_sc_add(sc, #x "\n");
+#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
+#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
+#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
+
+// Set up shared/commonly used variables and macros
+void sampler_prelude(struct gl_shader_cache *sc, int tex_num)
+{
+ GLSLF("#undef tex\n");
+ GLSLF("#undef texmap\n");
+ GLSLF("#define tex texture%d\n", tex_num);
+ GLSLF("#define texmap texmap%d\n", tex_num);
+ GLSLF("vec2 pos = texcoord%d;\n", tex_num);
+ GLSLF("vec2 size = texture_size%d;\n", tex_num);
+ GLSLF("vec2 pt = pixel_size%d;\n", tex_num);
+}
+
+static void pass_sample_separated_get_weights(struct gl_shader_cache *sc,
+ struct scaler *scaler)
+{
+ gl_sc_uniform_texture(sc, "lut", scaler->lut);
+ GLSLF("float ypos = LUT_POS(fcoord, %d.0);\n", scaler->lut_size);
+
+ int N = scaler->kernel->size;
+ int width = (N + 3) / 4; // round up
+
+ GLSLF("float weights[%d];\n", N);
+ for (int i = 0; i < N; i++) {
+ if (i % 4 == 0)
+ GLSLF("c = texture(lut, vec2(%f, ypos));\n", (i / 4 + 0.5) / width);
+ GLSLF("weights[%d] = c[%d];\n", i, i % 4);
+ }
+}
+
+// Handle a single pass (either vertical or horizontal). The direction is given
+// by the vector (d_x, d_y). If the vector is 0, then planar interpolation is
+// used instead (samples from texture0 through textureN)
+void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler,
+ int d_x, int d_y)
+{
+ int N = scaler->kernel->size;
+ bool use_ar = scaler->conf.antiring > 0;
+ bool planar = d_x == 0 && d_y == 0;
+ GLSL(color = vec4(0.0);)
+ GLSLF("{\n");
+ if (!planar) {
+ GLSLF("vec2 dir = vec2(%d.0, %d.0);\n", d_x, d_y);
+ GLSL(pt *= dir;)
+ GLSL(float fcoord = dot(fract(pos * size - vec2(0.5)), dir);)
+ GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d.0);\n", N / 2 - 1);
+ }
+ GLSL(vec4 c;)
+ if (use_ar) {
+ GLSL(vec4 hi = vec4(0.0);)
+ GLSL(vec4 lo = vec4(1.0);)
+ }
+ pass_sample_separated_get_weights(sc, scaler);
+ GLSLF("// scaler samples\n");
+ for (int n = 0; n < N; n++) {
+ if (planar) {
+ GLSLF("c = texture(texture%d, texcoord%d);\n", n, n);
+ } else {
+ GLSLF("c = texture(tex, base + pt * vec2(%d.0));\n", n);
+ }
+ GLSLF("color += vec4(weights[%d]) * c;\n", n);
+ if (use_ar && (n == N/2-1 || n == N/2)) {
+ GLSL(lo = min(lo, c);)
+ GLSL(hi = max(hi, c);)
+ }
+ }
+ if (use_ar)
+ GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n",
+ scaler->conf.antiring);
+ GLSLF("}\n");
+}
+
+// Subroutine for computing and adding an individual texel contribution
+// If subtexel < 0 and offset < 0, samples directly.
+// If subtexel >= 0, takes the texel from cN[subtexel]
+// If offset >= 0, takes the texel from inN[rel.y+y+offset][rel.x+x+offset]
+static void polar_sample(struct gl_shader_cache *sc, struct scaler *scaler,
+ int x, int y, int subtexel, int offset, int components)
+{
+ double radius = scaler->kernel->f.radius * scaler->kernel->filter_scale;
+ double radius_cutoff = scaler->kernel->radius_cutoff;
+
+ // Since we can't know the subpixel position in advance, assume a
+ // worst case scenario
+ int yy = y > 0 ? y-1 : y;
+ int xx = x > 0 ? x-1 : x;
+ double dmax = sqrt(xx*xx + yy*yy);
+ // Skip samples definitely outside the radius
+ if (dmax >= radius_cutoff)
+ return;
+ GLSLF("d = length(vec2(%d.0, %d.0) - fcoord);\n", x, y);
+ // Check for samples that might be skippable
+ bool maybe_skippable = dmax >= radius_cutoff - M_SQRT2;
+ if (maybe_skippable)
+ GLSLF("if (d < %f) {\n", radius_cutoff);
+
+ // get the weight for this pixel
+ if (scaler->lut->params.dimensions == 1) {
+ GLSLF("w = tex1D(lut, LUT_POS(d * 1.0/%f, %d.0)).r;\n",
+ radius, scaler->lut_size);
+ } else {
+ GLSLF("w = texture(lut, vec2(0.5, LUT_POS(d * 1.0/%f, %d.0))).r;\n",
+ radius, scaler->lut_size);
+ }
+ GLSL(wsum += w;)
+
+ if (subtexel < 0 && offset < 0) {
+ GLSLF("c0 = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y);
+ GLSL(color += vec4(w) * c0;)
+ } else if (subtexel >= 0) {
+ for (int n = 0; n < components; n++)
+ GLSLF("color[%d] += w * c%d[%d];\n", n, n, subtexel);
+ } else if (offset >= 0) {
+ for (int n = 0; n <components; n++)
+ GLSLF("color[%d] += w * in%d[rel.y+%d][rel.x+%d];\n", n, n,
+ y + offset, x + offset);
+ } else {
+ // invalid usage
+ abort();
+ }
+
+ if (maybe_skippable)
+ GLSLF("}\n");
+}
+
+void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler,
+ int components, int glsl_version)
+{
+ GLSL(color = vec4(0.0);)
+ GLSLF("{\n");
+ GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
+ GLSL(vec2 base = pos - fcoord * pt;)
+ GLSLF("float w, d, wsum = 0.0;\n");
+ for (int n = 0; n < components; n++)
+ GLSLF("vec4 c%d;\n", n);
+
+ gl_sc_uniform_texture(sc, "lut", scaler->lut);
+
+ GLSLF("// scaler samples\n");
+ int bound = ceil(scaler->kernel->radius_cutoff);
+ for (int y = 1-bound; y <= bound; y += 2) {
+ for (int x = 1-bound; x <= bound; x += 2) {
+ // First we figure out whether it's more efficient to use direct
+ // sampling or gathering. The problem is that gathering 4 texels
+ // only to discard some of them is very wasteful, so only do it if
+ // we suspect it will be a win rather than a loss. This is the case
+ // exactly when all four texels are within bounds
+ bool use_gather = sqrt(x*x + y*y) < scaler->kernel->radius_cutoff;
+
+ // textureGather is only supported in GLSL 400+
+ if (glsl_version < 400)
+ use_gather = false;
+
+ if (use_gather) {
+ // Gather the four surrounding texels simultaneously
+ for (int n = 0; n < components; n++) {
+ GLSLF("c%d = textureGatherOffset(tex, base, ivec2(%d, %d), %d);\n",
+ n, x, y, n);
+ }
+
+ // Mix in all of the points with their weights
+ for (int p = 0; p < 4; p++) {
+ // The four texels are gathered counterclockwise starting
+ // from the bottom left
+ static const int xo[4] = {0, 1, 1, 0};
+ static const int yo[4] = {1, 1, 0, 0};
+ if (x+xo[p] > bound || y+yo[p] > bound)
+ continue;
+ polar_sample(sc, scaler, x+xo[p], y+yo[p], p, -1, components);
+ }
+ } else {
+ // switch to direct sampling instead, for efficiency/compatibility
+ for (int yy = y; yy <= bound && yy <= y+1; yy++) {
+ for (int xx = x; xx <= bound && xx <= x+1; xx++)
+ polar_sample(sc, scaler, xx, yy, -1, -1, components);
+ }
+ }
+ }
+ }
+
+ GLSL(color = color / vec4(wsum);)
+ GLSLF("}\n");
+}
+
+// bw/bh: block size
+// iw/ih: input size (pre-calculated to fit all required texels)
+void pass_compute_polar(struct gl_shader_cache *sc, struct scaler *scaler,
+ int components, int bw, int bh, int iw, int ih)
+{
+ int bound = ceil(scaler->kernel->radius_cutoff);
+ int offset = bound - 1; // padding top/left
+
+ GLSL(color = vec4(0.0);)
+ GLSLF("{\n");
+ GLSL(vec2 wpos = texmap(gl_WorkGroupID * gl_WorkGroupSize);)
+ GLSL(vec2 wbase = wpos - pt * fract(wpos * size - vec2(0.5));)
+ GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
+ GLSL(vec2 base = pos - pt * fcoord;)
+ GLSL(ivec2 rel = ivec2(round((base - wbase) * size));)
+ GLSLF("float w, d, wsum = 0.0;\n");
+ gl_sc_uniform_texture(sc, "lut", scaler->lut);
+
+ // Load all relevant texels into shmem
+ gl_sc_enable_extension(sc, "GL_ARB_arrays_of_arrays");
+ for (int c = 0; c < components; c++)
+ GLSLHF("shared float in%d[%d][%d];\n", c, ih, iw);
+
+ GLSL(vec4 c;)
+ GLSLF("for (int y = int(gl_LocalInvocationID.y); y < %d; y += %d) {\n", ih, bh);
+ GLSLF("for (int x = int(gl_LocalInvocationID.x); x < %d; x += %d) {\n", iw, bw);
+ GLSLF("c = texture(tex, wbase + pt * vec2(x - %d, y - %d));\n", offset, offset);
+ for (int c = 0; c < components; c++)
+ GLSLF("in%d[y][x] = c[%d];\n", c, c);
+ GLSLF("}}\n");
+ GLSL(groupMemoryBarrier();)
+ GLSL(barrier();)
+
+ // Dispatch the actual samples
+ GLSLF("// scaler samples\n");
+ for (int y = 1-bound; y <= bound; y++) {
+ for (int x = 1-bound; x <= bound; x++)
+ polar_sample(sc, scaler, x, y, -1, offset, components);
+ }
+
+ GLSL(color = color / vec4(wsum);)
+ GLSLF("}\n");
+}
+
+static void bicubic_calcweights(struct gl_shader_cache *sc, const char *t, const char *s)
+{
+ // Explanation of how bicubic scaling with only 4 texel fetches is done:
+ // http://www.mate.tue.nl/mate/pdfs/10318.pdf
+ // 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
+ // Explanation why this algorithm normally always blurs, even with unit
+ // scaling:
+ // http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
+ // 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
+ GLSLF("vec4 %s = vec4(-0.5, 0.1666, 0.3333, -0.3333) * %s"
+ " + vec4(1, 0, -0.5, 0.5);\n", t, s);
+ GLSLF("%s = %s * %s + vec4(0, 0, -0.5, 0.5);\n", t, t, s);
+ GLSLF("%s = %s * %s + vec4(-0.6666, 0, 0.8333, 0.1666);\n", t, t, s);
+ GLSLF("%s.xy *= vec2(1, 1) / vec2(%s.z, %s.w);\n", t, t, t);
+ GLSLF("%s.xy += vec2(1.0 + %s, 1.0 - %s);\n", t, s, s);
+}
+
+void pass_sample_bicubic_fast(struct gl_shader_cache *sc)
+{
+ GLSLF("{\n");
+ GLSL(vec2 fcoord = fract(pos * size + vec2(0.5, 0.5));)
+ bicubic_calcweights(sc, "parmx", "fcoord.x");
+ bicubic_calcweights(sc, "parmy", "fcoord.y");
+ GLSL(vec4 cdelta;)
+ GLSL(cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);)
+ GLSL(cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);)
+ // first y-interpolation
+ GLSL(vec4 ar = texture(tex, pos + cdelta.xy);)
+ GLSL(vec4 ag = texture(tex, pos + cdelta.xw);)
+ GLSL(vec4 ab = mix(ag, ar, parmy.b);)
+ // second y-interpolation
+ GLSL(vec4 br = texture(tex, pos + cdelta.zy);)
+ GLSL(vec4 bg = texture(tex, pos + cdelta.zw);)
+ GLSL(vec4 aa = mix(bg, br, parmy.b);)
+ // x-interpolation
+ GLSL(color = mix(aa, ab, parmx.b);)
+ GLSLF("}\n");
+}
+
+void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
+ int w, int h)
+{
+ GLSLF("{\n");
+ GLSL(vec2 pos = pos - vec2(0.5) * pt;) // round to nearest
+ GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
+ // Determine the mixing coefficient vector
+ gl_sc_uniform_vec2(sc, "output_size", (float[2]){w, h});
+ GLSL(vec2 coeff = fcoord * output_size/size;)
+ float threshold = scaler->conf.kernel.params[0];
+ threshold = isnan(threshold) ? 0.0 : threshold;
+ GLSLF("coeff = (coeff - %f) * 1.0/%f;\n", threshold, 1.0 - 2 * threshold);
+ GLSL(coeff = clamp(coeff, 0.0, 1.0);)
+ // Compute the right blend of colors
+ GLSL(color = texture(tex, pos + pt * (coeff - fcoord));)
+ GLSLF("}\n");
+}
+
+// Common constants for SMPTE ST.2084 (HDR)
+static const float PQ_M1 = 2610./4096 * 1./4,
+ PQ_M2 = 2523./4096 * 128,
+ PQ_C1 = 3424./4096,
+ PQ_C2 = 2413./4096 * 32,
+ PQ_C3 = 2392./4096 * 32;
+
+// Common constants for ARIB STD-B67 (HLG)
+static const float HLG_A = 0.17883277,
+ HLG_B = 0.28466892,
+ HLG_C = 0.55991073;
+
+// Common constants for Panasonic V-Log
+static const float VLOG_B = 0.00873,
+ VLOG_C = 0.241514,
+ VLOG_D = 0.598206;
+
+// Common constants for Sony S-Log
+static const float SLOG_A = 0.432699,
+ SLOG_B = 0.037584,
+ SLOG_C = 0.616596 + 0.03,
+ SLOG_P = 3.538813,
+ SLOG_Q = 0.030001,
+ SLOG_K2 = 155.0 / 219.0;
+
+// Linearize (expand), given a TRC as input. In essence, this is the ITU-R
+// EOTF, calculated on an idealized (reference) monitor with a white point of
+// MP_REF_WHITE and infinite contrast.
+void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
+{
+ if (trc == MP_CSP_TRC_LINEAR)
+ return;
+
+ GLSLF("// linearize\n");
+
+ // Note that this clamp may technically violate the definition of
+ // ITU-R BT.2100, which allows for sub-blacks and super-whites to be
+ // displayed on the display where such would be possible. That said, the
+ // problem is that not all gamma curves are well-defined on the values
+ // outside this range, so we ignore it and just clip anyway for sanity.
+ GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
+
+ switch (trc) {
+ case MP_CSP_TRC_SRGB:
+ GLSL(color.rgb = mix(color.rgb * vec3(1.0/12.92),
+ pow((color.rgb + vec3(0.055))/vec3(1.055), vec3(2.4)),
+ lessThan(vec3(0.04045), color.rgb));)
+ break;
+ case MP_CSP_TRC_BT_1886:
+ GLSL(color.rgb = pow(color.rgb, vec3(2.4));)
+ break;
+ case MP_CSP_TRC_GAMMA18:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.8));)
+ break;
+ case MP_CSP_TRC_GAMMA22:
+ GLSL(color.rgb = pow(color.rgb, vec3(2.2));)
+ break;
+ case MP_CSP_TRC_GAMMA28:
+ GLSL(color.rgb = pow(color.rgb, vec3(2.8));)
+ break;
+ case MP_CSP_TRC_PRO_PHOTO:
+ GLSL(color.rgb = mix(color.rgb * vec3(1.0/16.0),
+ pow(color.rgb, vec3(1.8)),
+ lessThan(vec3(0.03125), color.rgb));)
+ break;
+ case MP_CSP_TRC_PQ:
+ GLSLF("color.rgb = pow(color.rgb, vec3(1.0/%f));\n", PQ_M2);
+ GLSLF("color.rgb = max(color.rgb - vec3(%f), vec3(0.0)) \n"
+ " / (vec3(%f) - vec3(%f) * color.rgb);\n",
+ PQ_C1, PQ_C2, PQ_C3);
+ GLSLF("color.rgb = pow(color.rgb, vec3(1.0/%f));\n", PQ_M1);
+ // PQ's output range is 0-10000, but we need it to be relative to to
+ // MP_REF_WHITE instead, so rescale
+ GLSLF("color.rgb *= vec3(%f);\n", 10000 / MP_REF_WHITE);
+ break;
+ case MP_CSP_TRC_HLG:
+ GLSLF("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,\n"
+ " exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f),\n"
+ " lessThan(vec3(0.5), color.rgb));\n",
+ HLG_C, HLG_A, HLG_B);
+ break;
+ case MP_CSP_TRC_V_LOG:
+ GLSLF("color.rgb = mix((color.rgb - vec3(0.125)) * vec3(1.0/5.6), \n"
+ " pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f)) \n"
+ " - vec3(%f), \n"
+ " lessThanEqual(vec3(0.181), color.rgb)); \n",
+ VLOG_D, VLOG_C, VLOG_B);
+ break;
+ case MP_CSP_TRC_S_LOG1:
+ GLSLF("color.rgb = pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f))\n"
+ " - vec3(%f);\n",
+ SLOG_C, SLOG_A, SLOG_B);
+ break;
+ case MP_CSP_TRC_S_LOG2:
+ GLSLF("color.rgb = mix((color.rgb - vec3(%f)) * vec3(1.0/%f), \n"
+ " (pow(vec3(10.0), (color.rgb - vec3(%f)) * vec3(1.0/%f)) \n"
+ " - vec3(%f)) * vec3(1.0/%f), \n"
+ " lessThanEqual(vec3(%f), color.rgb)); \n",
+ SLOG_Q, SLOG_P, SLOG_C, SLOG_A, SLOG_B, SLOG_K2, SLOG_Q);
+ break;
+ default:
+ abort();
+ }
+
+ // Rescale to prevent clipping on non-float textures
+ GLSLF("color.rgb *= vec3(1.0/%f);\n", mp_trc_nom_peak(trc));
+}
+
+// Delinearize (compress), given a TRC as output. This corresponds to the
+// inverse EOTF (not the OETF) in ITU-R terminology, again assuming a
+// reference monitor.
+void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
+{
+ if (trc == MP_CSP_TRC_LINEAR)
+ return;
+
+ GLSLF("// delinearize\n");
+ GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
+ GLSLF("color.rgb *= vec3(%f);\n", mp_trc_nom_peak(trc));
+
+ switch (trc) {
+ case MP_CSP_TRC_SRGB:
+ GLSL(color.rgb = mix(color.rgb * vec3(12.92),
+ vec3(1.055) * pow(color.rgb, vec3(1.0/2.4))
+ - vec3(0.055),
+ lessThanEqual(vec3(0.0031308), color.rgb));)
+ break;
+ case MP_CSP_TRC_BT_1886:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
+ break;
+ case MP_CSP_TRC_GAMMA18:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/1.8));)
+ break;
+ case MP_CSP_TRC_GAMMA22:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.2));)
+ break;
+ case MP_CSP_TRC_GAMMA28:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.8));)
+ break;
+ case MP_CSP_TRC_PRO_PHOTO:
+ GLSL(color.rgb = mix(color.rgb * vec3(16.0),
+ pow(color.rgb, vec3(1.0/1.8)),
+ lessThanEqual(vec3(0.001953), color.rgb));)
+ break;
+ case MP_CSP_TRC_PQ:
+ GLSLF("color.rgb *= vec3(1.0/%f);\n", 10000 / MP_REF_WHITE);
+ GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M1);
+ GLSLF("color.rgb = (vec3(%f) + vec3(%f) * color.rgb) \n"
+ " / (vec3(1.0) + vec3(%f) * color.rgb);\n",
+ PQ_C1, PQ_C2, PQ_C3);
+ GLSLF("color.rgb = pow(color.rgb, vec3(%f));\n", PQ_M2);
+ break;
+ case MP_CSP_TRC_HLG:
+ GLSLF("color.rgb = mix(vec3(0.5) * sqrt(color.rgb),\n"
+ " vec3(%f) * log(color.rgb - vec3(%f)) + vec3(%f),\n"
+ " lessThan(vec3(1.0), color.rgb));\n",
+ HLG_A, HLG_B, HLG_C);
+ break;
+ case MP_CSP_TRC_V_LOG:
+ GLSLF("color.rgb = mix(vec3(5.6) * color.rgb + vec3(0.125), \n"
+ " vec3(%f) * log(color.rgb + vec3(%f)) \n"
+ " + vec3(%f), \n"
+ " lessThanEqual(vec3(0.01), color.rgb)); \n",
+ VLOG_C / M_LN10, VLOG_B, VLOG_D);
+ break;
+ case MP_CSP_TRC_S_LOG1:
+ GLSLF("color.rgb = vec3(%f) * log(color.rgb + vec3(%f)) + vec3(%f);\n",
+ SLOG_A / M_LN10, SLOG_B, SLOG_C);
+ break;
+ case MP_CSP_TRC_S_LOG2:
+ GLSLF("color.rgb = mix(vec3(%f) * color.rgb + vec3(%f), \n"
+ " vec3(%f) * log(vec3(%f) * color.rgb + vec3(%f)) \n"
+ " + vec3(%f), \n"
+ " lessThanEqual(vec3(0.0), color.rgb)); \n",
+ SLOG_P, SLOG_Q, SLOG_A / M_LN10, SLOG_K2, SLOG_B, SLOG_C);
+ break;
+ default:
+ abort();
+ }
+}
+
+// Apply the OOTF mapping from a given light type to display-referred light.
+// The extra peak parameter is used to scale the values before and after
+// the OOTF, and can be inferred using mp_trc_nom_peak
+void pass_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, float peak)
+{
+ if (light == MP_CSP_LIGHT_DISPLAY)
+ return;
+
+ GLSLF("// apply ootf\n");
+ GLSLF("color.rgb *= vec3(%f);\n", peak);
+
+ switch (light)
+ {
+ case MP_CSP_LIGHT_SCENE_HLG:
+ // HLG OOTF from BT.2100, assuming a reference display with a
+ // peak of 1000 cd/m² -> gamma = 1.2
+ GLSLF("color.rgb *= vec3(%f * pow(dot(src_luma, color.rgb), 0.2));\n",
+ (1000 / MP_REF_WHITE) / pow(12, 1.2));
+ break;
+ case MP_CSP_LIGHT_SCENE_709_1886:
+ // This OOTF is defined by encoding the result as 709 and then decoding
+ // it as 1886; although this is called 709_1886 we actually use the
+ // more precise (by one decimal) values from BT.2020 instead
+ GLSL(color.rgb = mix(color.rgb * vec3(4.5),
+ vec3(1.0993) * pow(color.rgb, vec3(0.45)) - vec3(0.0993),
+ lessThan(vec3(0.0181), color.rgb));)
+ GLSL(color.rgb = pow(color.rgb, vec3(2.4));)
+ break;
+ case MP_CSP_LIGHT_SCENE_1_2:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.2));)
+ break;
+ default:
+ abort();
+ }
+
+ GLSLF("color.rgb *= vec3(1.0/%f);\n", peak);
+}
+
+// Inverse of the function pass_ootf, for completeness' sake.
+void pass_inverse_ootf(struct gl_shader_cache *sc, enum mp_csp_light light, float peak)
+{
+ if (light == MP_CSP_LIGHT_DISPLAY)
+ return;
+
+ GLSLF("// apply inverse ootf\n");
+ GLSLF("color.rgb *= vec3(%f);\n", peak);
+
+ switch (light)
+ {
+ case MP_CSP_LIGHT_SCENE_HLG:
+ GLSLF("color.rgb *= vec3(1.0/%f);\n", (1000 / MP_REF_WHITE) / pow(12, 1.2));
+ GLSL(color.rgb /= vec3(max(1e-6, pow(dot(src_luma, color.rgb), 0.2/1.2)));)
+ break;
+ case MP_CSP_LIGHT_SCENE_709_1886:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
+ GLSL(color.rgb = mix(color.rgb * vec3(1.0/4.5),
+ pow((color.rgb + vec3(0.0993)) * vec3(1.0/1.0993),
+ vec3(1/0.45)),
+ lessThan(vec3(0.08145), color.rgb));)
+ break;
+ case MP_CSP_LIGHT_SCENE_1_2:
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0/1.2));)
+ break;
+ default:
+ abort();
+ }
+
+ GLSLF("color.rgb *= vec3(1.0/%f);\n", peak);
+}
+
+// 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, float ref_peak,
+ enum tone_mapping algo, float param, float desat)
+{
+ GLSLF("// HDR tone mapping\n");
+
+ // Desaturate the color using a coefficient dependent on the luminance
+ GLSL(float luma = dot(dst_luma, color.rgb);)
+ if (desat > 0) {
+ GLSLF("float overbright = max(luma - %f, 1e-6) / max(luma, 1e-6);\n", desat);
+ GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
+ }
+
+ // 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(float sig_orig = sig;)
+
+ if (!ref_peak) {
+ // 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.
+ // We also want slightly more stable values, so use the group average
+ // instead of the group max
+ GLSLHF("shared uint group_sum = 0;\n");
+ GLSLF("atomicAdd(group_sum, uint(sig * %f));\n", MP_REF_WHITE);
+
+ // Have one thread in each work group update the frame maximum
+ GLSL(memoryBarrierBuffer();)
+ GLSL(barrier();)
+ GLSL(if (gl_LocalInvocationIndex == 0))
+ GLSL(atomicMax(frame_max[index], group_sum /
+ (gl_WorkGroupSize.x * gl_WorkGroupSize.y));)
+
+ // Finally, have one thread per invocation update the total maximum
+ // and advance the index
+ GLSL(memoryBarrierBuffer();)
+ GLSL(barrier();)
+ GLSL(if (gl_GlobalInvocationID == ivec3(0)) {) // do this once per invocation
+ GLSLF("uint next = (index + 1) %% %d;\n", PEAK_DETECT_FRAMES+1);
+ GLSLF("sig_peak_raw = sig_peak_raw + frame_max[index] - frame_max[next];\n");
+ GLSLF("frame_max[next] = %d;\n", (int)MP_REF_WHITE);
+ GLSL(index = next;)
+ GLSL(})
+
+ GLSL(memoryBarrierBuffer();)
+ GLSL(barrier();)
+ GLSLF("float sig_peak = 1.0/%f * float(sig_peak_raw);\n",
+ MP_REF_WHITE * PEAK_DETECT_FRAMES);
+ } else {
+ GLSLHF("const float sig_peak = %f;\n", ref_peak);
+ }
+
+ switch (algo) {
+ case TONE_MAPPING_CLIP:
+ GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param);
+ break;
+
+ case TONE_MAPPING_MOBIUS:
+ GLSLF("const float j = %f;\n", isnan(param) ? 0.3 : param);
+ // solve for M(j) = j; M(sig_peak) = 1.0; M'(j) = 1.0
+ // where M(x) = scale * (x+a)/(x+b)
+ GLSLF("float a = -j*j * (sig_peak - 1.0) / (j*j - 2.0*j + sig_peak);\n");
+ 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 = mix(sig, scale * (sig + a) / (sig + b), sig > j);)
+ 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("float scale = (sig_peak + %f) / sig_peak;\n", offset);
+ GLSL(sig *= scale;)
+ break;
+ }
+
+ 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("}\n");
+ GLSL(sig = hable(sig) / hable(sig_peak);)
+ 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;)
+ break;
+ }
+
+ case TONE_MAPPING_LINEAR: {
+ float coeff = isnan(param) ? 1.0 : param;
+ GLSLF("sig = %f / sig_peak * sig;\n", coeff);
+ break;
+ }
+
+ default:
+ abort();
+ }
+
+ // Apply the computed scale factor to the color, linearly to prevent
+ // discoloration
+ GLSL(color.rgb *= sig / sig_orig;)
+}
+
+// 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,
+ 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)
+{
+ GLSLF("// color mapping\n");
+
+ // Compute the highest encodable level
+ float src_range = mp_trc_nom_peak(src.gamma),
+ dst_range = mp_trc_nom_peak(dst.gamma);
+ float ref_peak = src.sig_peak / dst_range;
+
+ // Some operations need access to the video's luma coefficients, so make
+ // them available
+ float rgb2xyz[3][3];
+ mp_get_rgb2xyz_matrix(mp_get_csp_primaries(src.primaries), rgb2xyz);
+ gl_sc_uniform_vec3(sc, "src_luma", rgb2xyz[1]);
+ mp_get_rgb2xyz_matrix(mp_get_csp_primaries(dst.primaries), rgb2xyz);
+ gl_sc_uniform_vec3(sc, "dst_luma", rgb2xyz[1]);
+
+ // All operations from here on require linear light as a starting point,
+ // so we linearize even if src.gamma == dst.gamma when one of the other
+ // operations needs it
+ bool need_gamma = src.gamma != dst.gamma ||
+ src.primaries != dst.primaries ||
+ src_range != dst_range ||
+ src.sig_peak > dst_range ||
+ src.light != dst.light;
+
+ if (need_gamma && !is_linear) {
+ pass_linearize(sc, src.gamma);
+ is_linear= true;
+ }
+
+ if (src.light != dst.light)
+ pass_ootf(sc, src.light, mp_trc_nom_peak(src.gamma));
+
+ // Rescale the signal to compensate for differences in the encoding range
+ // and reference white level. This is necessary because of how mpv encodes
+ // brightness in textures.
+ if (src_range != dst_range) {
+ GLSLF("// rescale value range;\n");
+ GLSLF("color.rgb *= vec3(%f);\n", src_range / dst_range);
+ }
+
+ // Adapt to the right colorspace if necessary
+ if (src.primaries != dst.primaries) {
+ struct mp_csp_primaries csp_src = mp_get_csp_primaries(src.primaries),
+ csp_dst = mp_get_csp_primaries(dst.primaries);
+ float m[3][3] = {{0}};
+ mp_get_cms_matrix(csp_src, csp_dst, MP_INTENT_RELATIVE_COLORIMETRIC, m);
+ gl_sc_uniform_mat3(sc, "cms_matrix", true, &m[0][0]);
+ GLSL(color.rgb = cms_matrix * color.rgb;)
+ // Since this can reduce the gamut, figure out by how much
+ for (int c = 0; c < 3; c++)
+ ref_peak = MPMAX(ref_peak, m[c][c]);
+ }
+
+ // Tone map to prevent clipping when the source signal peak exceeds the
+ // encodable range or we've reduced the gamut
+ if (ref_peak > 1) {
+ pass_tone_map(sc, detect_peak ? 0 : ref_peak, algo,
+ tone_mapping_param, tone_mapping_desat);
+ }
+
+ if (src.light != dst.light)
+ pass_inverse_ootf(sc, dst.light, mp_trc_nom_peak(dst.gamma));
+
+ // Warn for remaining out-of-gamut colors is enabled
+ if (gamut_warning) {
+ GLSL(if (any(greaterThan(color.rgb, vec3(1.01)))))
+ GLSL(color.rgb = vec3(1.0) - color.rgb;) // invert
+ }
+
+ if (is_linear)
+ pass_delinearize(sc, dst.gamma);
+}
+
+// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
+// Obtain random numbers by calling rand(h), followed by h = permute(h) to
+// update the state. Assumes the texture was hooked.
+static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg)
+{
+ GLSLH(float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; })
+ GLSLH(float permute(float x) { return mod289((34.0*x + 1.0) * x); })
+ GLSLH(float rand(float x) { return fract(x * 1.0/41.0); })
+
+ // Initialize the PRNG by hashing the position + a random uniform
+ GLSL(vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);)
+ GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);)
+ gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX);
+}
+
+struct deband_opts {
+ int enabled;
+ int iterations;
+ float threshold;
+ float range;
+ float grain;
+};
+
+const struct deband_opts deband_opts_def = {
+ .iterations = 1,
+ .threshold = 64.0,
+ .range = 16.0,
+ .grain = 48.0,
+};
+
+#define OPT_BASE_STRUCT struct deband_opts
+const struct m_sub_options deband_conf = {
+ .opts = (const m_option_t[]) {
+ OPT_INTRANGE("iterations", iterations, 0, 1, 16),
+ OPT_FLOATRANGE("threshold", threshold, 0, 0.0, 4096.0),
+ OPT_FLOATRANGE("range", range, 0, 1.0, 64.0),
+ OPT_FLOATRANGE("grain", grain, 0, 0.0, 4096.0),
+ {0}
+ },
+ .size = sizeof(struct deband_opts),
+ .defaults = &deband_opts_def,
+};
+
+// Stochastically sample a debanded result from a hooked texture.
+void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
+ AVLFG *lfg, enum mp_csp_trc trc)
+{
+ // Initialize the PRNG
+ GLSLF("{\n");
+ prng_init(sc, lfg);
+
+ // Helper: Compute a stochastic approximation of the avg color around a
+ // pixel
+ GLSLHF("vec4 average(float range, inout float h) {\n");
+ // Compute a random rangle and distance
+ GLSLH(float dist = rand(h) * range; h = permute(h);)
+ GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
+ GLSLH(vec2 o = dist * vec2(cos(dir), sin(dir));)
+
+ // Sample at quarter-turn intervals around the source pixel
+ GLSLH(vec4 ref[4];)
+ GLSLH(ref[0] = HOOKED_texOff(vec2( o.x, o.y));)
+ GLSLH(ref[1] = HOOKED_texOff(vec2(-o.y, o.x));)
+ GLSLH(ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));)
+ GLSLH(ref[3] = HOOKED_texOff(vec2( o.y, -o.x));)
+
+ // Return the (normalized) average
+ GLSLH(return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;)
+ GLSLHF("}\n");
+
+ // Sample the source pixel
+ GLSL(color = HOOKED_tex(HOOKED_pos);)
+ GLSLF("vec4 avg, diff;\n");
+ for (int i = 1; i <= opts->iterations; i++) {
+ // Sample the average pixel and use it instead of the original if
+ // the difference is below the given threshold
+ GLSLF("avg = average(%f, h);\n", i * opts->range);
+ GLSL(diff = abs(color - avg);)
+ GLSLF("color = mix(avg, color, greaterThan(diff, vec4(%f)));\n",
+ opts->threshold / (i * 16384.0));
+ }
+
+ // Add some random noise to smooth out residual differences
+ GLSL(vec3 noise;)
+ GLSL(noise.x = rand(h); h = permute(h);)
+ GLSL(noise.y = rand(h); h = permute(h);)
+ GLSL(noise.z = rand(h); h = permute(h);)
+
+ // Noise is scaled to the signal level to prevent extreme noise for HDR
+ float gain = opts->grain/8192.0 / mp_trc_nom_peak(trc);
+ GLSLF("color.xyz += %f * (noise - vec3(0.5));\n", gain);
+ GLSLF("}\n");
+}
+
+// Assumes the texture was hooked
+void pass_sample_unsharp(struct gl_shader_cache *sc, float param) {
+ GLSLF("{\n");
+ GLSL(float st1 = 1.2;)
+ GLSL(vec4 p = HOOKED_tex(HOOKED_pos);)
+ GLSL(vec4 sum1 = HOOKED_texOff(st1 * vec2(+1, +1))
+ + HOOKED_texOff(st1 * vec2(+1, -1))
+ + HOOKED_texOff(st1 * vec2(-1, +1))
+ + HOOKED_texOff(st1 * vec2(-1, -1));)
+ GLSL(float st2 = 1.5;)
+ GLSL(vec4 sum2 = HOOKED_texOff(st2 * vec2(+1, 0))
+ + HOOKED_texOff(st2 * vec2( 0, +1))
+ + HOOKED_texOff(st2 * vec2(-1, 0))
+ + HOOKED_texOff(st2 * vec2( 0, -1));)
+ GLSL(vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;)
+ GLSLF("color = p + t * %f;\n", param);
+ GLSLF("}\n");
+}