/* * 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 . */ #include #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 planar is false, samples directly // If planar is true, takes the pixel from inX[idx] where X is the component and // `idx` must be defined by the caller static void polar_sample(struct gl_shader_cache *sc, struct scaler *scaler, int x, int y, int components, bool planar) { 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 (planar) { for (int n = 0; n < components; n++) GLSLF("color[%d] += w * in%d[idx];\n", n, n); } else { GLSLF("in0 = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y); GLSL(color += vec4(w) * in0;) } if (maybe_skippable) GLSLF("}\n"); } void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler, int components, bool sup_gather) { 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 in%d;\n", n); GLSL(int idx;) 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; if (!sup_gather) use_gather = false; if (use_gather) { // Gather the four surrounding texels simultaneously for (int n = 0; n < components; n++) { GLSLF("in%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; GLSLF("idx = %d;\n", p); polar_sample(sc, scaler, x+xo[p], y+yo[p], components, true); } } 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, components, false); } } } } 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));) GLSL(int idx;) GLSLF("float w, d, wsum = 0.0;\n"); gl_sc_uniform_texture(sc, "lut", scaler->lut); // Load all relevant texels into shmem for (int c = 0; c < components; c++) GLSLHF("shared float in%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[%d * y + x] = c[%d];\n", c, iw, 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++) { GLSLF("idx = %d * rel.y + rel.x + %d;\n", iw, iw * (y + offset) + x + offset); polar_sample(sc, scaler, x, y, components, true); } } 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. // // These functions always output to a normalized scale of [0,1], for // convenience of the video.c code that calls it. To get the values in an // absolute scale, multiply the result by `mp_trc_nom_peak(trc)` 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. // // Like pass_linearize, this functions ingests values on an normalized scale 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. // Assumes absolute scale values. `peak` is used to tune the OOTF where // applicable (currently only HLG). static 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"); switch (light) { case MP_CSP_LIGHT_SCENE_HLG: { // HLG OOTF from BT.2100, scaled to the chosen display peak float gamma = MPMAX(1.0, 1.2 + 0.42 * log10(peak * MP_REF_WHITE / 1000.0)); GLSLF("color.rgb *= vec3(%f * pow(dot(src_luma, color.rgb), %f));\n", peak / pow(12, gamma), gamma - 1.0); 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(); } } // Inverse of the function pass_ootf, for completeness' sake. static 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"); switch (light) { case MP_CSP_LIGHT_SCENE_HLG: { float gamma = MPMAX(1.0, 1.2 + 0.42 * log10(peak * MP_REF_WHITE / 1000.0)); GLSLF("color.rgb *= vec3(1.0/%f);\n", peak / pow(12, gamma)); GLSLF("color.rgb /= vec3(max(1e-6, pow(dot(src_luma, color.rgb), %f)));\n", (gamma - 1.0) / gamma); 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(); } } // Average light level for SDR signals. This is equal to a signal level of 0.5 // under a typical presentation gamma of about 2.0. static const float sdr_avg = 0.25; static void hdr_update_peak(struct gl_shader_cache *sc, const struct gl_tone_map_opts *opts) { // 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);) // Chosen to avoid overflowing on an 8K buffer const float log_min = 1e-3, log_scale = 400.0, sig_scale = 10000.0; // For performance, and to avoid overflows, we tally up the sub-results per // pixel using shared memory first GLSLH(shared int wg_sum;) GLSLH(shared uint wg_max;) GLSL(wg_sum = 0; wg_max = 0;) GLSL(barrier();) GLSLF("float sig_log = log(max(sig_max, %f));\n", log_min); GLSLF("atomicAdd(wg_sum, int(sig_log * %f));\n", log_scale); GLSLF("atomicMax(wg_max, uint(sig_max * %f));\n", sig_scale); // Have one thread per work group update the global atomics GLSL(memoryBarrierShared();) GLSL(barrier();) GLSL(if (gl_LocalInvocationIndex == 0) {) GLSL( int wg_avg = wg_sum / int(gl_WorkGroupSize.x * gl_WorkGroupSize.y);) GLSL( atomicAdd(frame_sum, wg_avg);) GLSL( atomicMax(frame_max, wg_max);) GLSL( memoryBarrierBuffer();) GLSL(}) GLSL(barrier();) // Finally, to update the global state, we increment a counter per dispatch GLSL(uint num_wg = gl_NumWorkGroups.x * gl_NumWorkGroups.y;) GLSL(if (gl_LocalInvocationIndex == 0 && atomicAdd(counter, 1) == num_wg - 1) {) GLSL( counter = 0;) GLSL( vec2 cur = vec2(float(frame_sum) / float(num_wg), frame_max);) GLSLF(" cur *= vec2(1.0/%f, 1.0/%f);\n", log_scale, sig_scale); GLSL( cur.x = exp(cur.x);) // 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_sum = 0; frame_max = 0;) GLSL( memoryBarrierBuffer();) GLSL(}) } // 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 src_peak, float dst_peak, 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(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 (opts->compute_peak >= 0) hdr_update_peak(sc, opts); 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 *= 1.0/%f;\n", dst_peak); GLSLF("sig_peak *= 1.0/%f;\n", dst_peak); } GLSL(float sig_orig = sig[sig_idx];) GLSLF("float slope = min(%f, %f / sig_avg);\n", opts->max_boost, sdr_avg); GLSL(sig *= slope;) GLSL(sig_peak *= slope;) float param = opts->curve_param; switch (opts->curve) { case TONE_MAPPING_CLIP: GLSLF("sig = %f * sig;\n", isnan(param) ? 1.0 : param); break; case TONE_MAPPING_MOBIUS: GLSLF("if (sig_peak > (1.0 + 1e-6)) {\n"); 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"); 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 + vec3(%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("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"); 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 = 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; } case TONE_MAPPING_LINEAR: { float coeff = isnan(param) ? 1.0 : param; GLSLF("sig = %f / sig_peak * sig;\n", coeff); break; } default: abort(); } 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 `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, const struct gl_tone_map_opts *opts) { GLSLF("// color mapping\n"); // 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]); bool need_ootf = src.light != dst.light; if (src.light == MP_CSP_LIGHT_SCENE_HLG && src.sig_peak != dst.sig_peak) need_ootf = true; // 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_linear = src.gamma != dst.gamma || src.primaries != dst.primaries || src.sig_peak > dst.sig_peak || need_ootf; if (need_linear && !is_linear) { // We also pull it up so that 1.0 is the reference white pass_linearize(sc, src.gamma); is_linear = true; } // Pre-scale the incoming values into an absolute scale GLSLF("color.rgb *= vec3(%f);\n", mp_trc_nom_peak(src.gamma)); if (need_ootf) pass_ootf(sc, src.light, src.sig_peak); // 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;) } // 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, src.sig_peak, dst.sig_peak, opts); if (need_ootf) pass_inverse_ootf(sc, dst.light, dst.sig_peak); // Post-scale the outgoing values from absolute scale to normalized. // For SDR, we normalize to the chosen signal peak. For HDR, we normalize // to the encoding range of the transfer function. float dst_range = dst.sig_peak; if (mp_trc_is_hdr(dst.gamma)) dst_range = mp_trc_nom_peak(dst.gamma); GLSLF("color.rgb *= vec3(%f);\n", 1.0 / dst_range); // Warn for remaining out-of-gamut colors is enabled if (opts->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. // permute() was modified from the original to avoid "large" numbers in // calculations, since low-end mobile GPUs choke on them (overflow). 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; }) GLSLHF("float permute(float x) {\n"); GLSLH(return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );) GLSLHF("}\n"); 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_dynamic(sc); 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"); }