Merge pull request #12603 from Sam-Belliveau/oklab_resampling
Add HDR to Metal + Perceptual HDR
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Amplificiation
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OptionName = AMPLIFICATION
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MinValue = 1.0
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MaxValue = 6.0
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StepAmount = 0.25
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DefaultValue = 2.5
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[/configuration]
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*/
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// ICtCP Colorspace as defined by Dolby here:
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// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
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/***** Transfer Function *****/
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const float4 m_1 = float4(2610.0 / 16384.0);
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const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
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const float4 m_1_inv = float4(16384.0 / 2610.0);
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const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
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const float4 c_1 = float4(3424.0 / 4096.0);
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const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
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const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
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float4 EOTF_inv(float4 lms) {
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float4 y = pow(lms, m_1);
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return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
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}
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float4 EOTF(float4 lms) {
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float4 x = pow(lms, m_2_inv);
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return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
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}
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// This is required as scaling in EOTF space is not linear.
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float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
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/***** Linear <--> ICtCp *****/
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const mat4 RGBtoLMS = mat4(
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1688.0, 683.0, 99.0, 0.0,
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2146.0, 2951.0, 309.0, 0.0,
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262.0, 462.0, 3688.0, 0.0,
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0.0, 0.0, 0.0, 4096.0) / 4096.0;
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const mat4 LMStoICtCp = mat4(
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+2048.0, +6610.0, +17933.0, 0.0,
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+2048.0, -13613.0, -17390.0, 0.0,
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+0.0, +7003.0, -543.0, 0.0,
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+0.0, +0.0, +0.0, 4096.0) / 4096.0;
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float4 LinearRGBToICtCP(float4 c)
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{
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return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
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}
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/***** ICtCp <--> Linear *****/
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mat4 ICtCptoLMS = inverse(LMStoICtCp);
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mat4 LMStoRGB = inverse(RGBtoLMS);
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float4 ICtCpToLinearRGB(float4 c)
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{
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return LMStoRGB * EOTF(ICtCptoLMS * c);
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}
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void main()
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{
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float4 color = Sample();
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// Nothing to do here, we are in SDR
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if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
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SetOutput(color);
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return;
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}
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// Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
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const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
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color.rgb /= hdr_paper_white;
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// Convert Color to Perceptual Color Space. This will allow us to do perceptual
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// scaling while also being able to use the luminance channel.
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float4 ictcp_color = LinearRGBToICtCP(color);
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// Scale the color in perceptual space depending on the percieved luminance.
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//
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// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
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// color will appear to be unchanged. This is important as we don't want to
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// over expose dark colors which would not have otherwise been seen.
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//
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// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
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// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
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// important as we want to get the most out of the display, and we want to
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// get bright colors to hit their target brightness.
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//
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// For more information, see this desmos demonstrating this scaling process:
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// https://www.desmos.com/calculator/syjyrjsj5c
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const float luminance = ictcp_color.x;
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ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
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// Convert back to Linear RGB and output the color to the display.
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// We use hdr_paper_white to renormalize the color to the comfortable
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// SDR viewing range.
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SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
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}
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@ -164,8 +164,23 @@ void Metal::VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
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return;
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return;
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NSView* view = static_cast<NSView*>(wsi.render_surface);
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NSView* view = static_cast<NSView*>(wsi.render_surface);
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CAMetalLayer* layer = [CAMetalLayer layer];
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CAMetalLayer* layer = [CAMetalLayer layer];
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Util::PopulateBackendInfo(&g_Config);
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if (g_Config.backend_info.bSupportsHDROutput && g_Config.bHDR)
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{
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[layer setWantsExtendedDynamicRangeContent:YES];
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[layer setPixelFormat:MTLPixelFormatRGBA16Float];
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const CFStringRef name = kCGColorSpaceExtendedLinearSRGB;
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CGColorSpaceRef colorspace = CGColorSpaceCreateWithName(name);
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[layer setColorspace:colorspace];
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CGColorSpaceRelease(colorspace);
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}
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[view setWantsLayer:YES];
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[view setWantsLayer:YES];
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[view setLayer:layer];
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[view setLayer:layer];
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wsi.render_surface = layer;
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wsi.render_surface = layer;
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#endif
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#endif
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}
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}
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@ -3,7 +3,9 @@
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#pragma once
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#pragma once
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#include <AppKit/NSScreen.h>
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#include <Metal/Metal.h>
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#include <Metal/Metal.h>
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#include <vector>
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#include <vector>
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AbstractShader.h"
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@ -77,6 +77,8 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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config->backend_info.bSupportsDynamicVertexLoader = true;
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config->backend_info.bSupportsDynamicVertexLoader = true;
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config->backend_info.bSupportsVSLinePointExpand = true;
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config->backend_info.bSupportsVSLinePointExpand = true;
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config->backend_info.bSupportsHDROutput =
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1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue];
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}
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}
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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