Merge pull request #12603 from Sam-Belliveau/oklab_resampling

Add HDR to Metal + Perceptual HDR
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JMC47 2024-03-20 22:45:10 -04:00 committed by GitHub
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4 changed files with 128 additions and 0 deletions

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@ -0,0 +1,109 @@
/*
[configuration]
[OptionRangeFloat]
GUIName = Amplificiation
OptionName = AMPLIFICATION
MinValue = 1.0
MaxValue = 6.0
StepAmount = 0.25
DefaultValue = 2.5
[/configuration]
*/
// ICtCP Colorspace as defined by Dolby here:
// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
/***** Transfer Function *****/
const float4 m_1 = float4(2610.0 / 16384.0);
const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
const float4 m_1_inv = float4(16384.0 / 2610.0);
const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
const float4 c_1 = float4(3424.0 / 4096.0);
const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
float4 EOTF_inv(float4 lms) {
float4 y = pow(lms, m_1);
return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
}
float4 EOTF(float4 lms) {
float4 x = pow(lms, m_2_inv);
return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
}
// This is required as scaling in EOTF space is not linear.
float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
/***** Linear <--> ICtCp *****/
const mat4 RGBtoLMS = mat4(
1688.0, 683.0, 99.0, 0.0,
2146.0, 2951.0, 309.0, 0.0,
262.0, 462.0, 3688.0, 0.0,
0.0, 0.0, 0.0, 4096.0) / 4096.0;
const mat4 LMStoICtCp = mat4(
+2048.0, +6610.0, +17933.0, 0.0,
+2048.0, -13613.0, -17390.0, 0.0,
+0.0, +7003.0, -543.0, 0.0,
+0.0, +0.0, +0.0, 4096.0) / 4096.0;
float4 LinearRGBToICtCP(float4 c)
{
return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
}
/***** ICtCp <--> Linear *****/
mat4 ICtCptoLMS = inverse(LMStoICtCp);
mat4 LMStoRGB = inverse(RGBtoLMS);
float4 ICtCpToLinearRGB(float4 c)
{
return LMStoRGB * EOTF(ICtCptoLMS * c);
}
void main()
{
float4 color = Sample();
// Nothing to do here, we are in SDR
if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
SetOutput(color);
return;
}
// Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
color.rgb /= hdr_paper_white;
// Convert Color to Perceptual Color Space. This will allow us to do perceptual
// scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Scale the color in perceptual space depending on the percieved luminance.
//
// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
// color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//
// For more information, see this desmos demonstrating this scaling process:
// https://www.desmos.com/calculator/syjyrjsj5c
const float luminance = ictcp_color.x;
ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
// Convert back to Linear RGB and output the color to the display.
// We use hdr_paper_white to renormalize the color to the comfortable
// SDR viewing range.
SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
}

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@ -164,8 +164,23 @@ void Metal::VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
return; return;
NSView* view = static_cast<NSView*>(wsi.render_surface); NSView* view = static_cast<NSView*>(wsi.render_surface);
CAMetalLayer* layer = [CAMetalLayer layer]; CAMetalLayer* layer = [CAMetalLayer layer];
Util::PopulateBackendInfo(&g_Config);
if (g_Config.backend_info.bSupportsHDROutput && g_Config.bHDR)
{
[layer setWantsExtendedDynamicRangeContent:YES];
[layer setPixelFormat:MTLPixelFormatRGBA16Float];
const CFStringRef name = kCGColorSpaceExtendedLinearSRGB;
CGColorSpaceRef colorspace = CGColorSpaceCreateWithName(name);
[layer setColorspace:colorspace];
CGColorSpaceRelease(colorspace);
}
[view setWantsLayer:YES]; [view setWantsLayer:YES];
[view setLayer:layer]; [view setLayer:layer];
wsi.render_surface = layer; wsi.render_surface = layer;
#endif #endif
} }

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@ -3,7 +3,9 @@
#pragma once #pragma once
#include <AppKit/NSScreen.h>
#include <Metal/Metal.h> #include <Metal/Metal.h>
#include <vector> #include <vector>
#include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractShader.h"

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@ -77,6 +77,8 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
config->backend_info.bSupportsPartialMultisampleResolve = false; config->backend_info.bSupportsPartialMultisampleResolve = false;
config->backend_info.bSupportsDynamicVertexLoader = true; config->backend_info.bSupportsDynamicVertexLoader = true;
config->backend_info.bSupportsVSLinePointExpand = true; config->backend_info.bSupportsVSLinePointExpand = true;
config->backend_info.bSupportsHDROutput =
1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue];
} }
void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config, void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,