RetroArch/gfx/drivers/d3d_shaders/hdr_sm5.hlsl.h

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Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{
float4x4 modelViewProj;
float contrast; /* 2.0f; */
float paper_white_nits; /* 200.0f; */
float max_nits; /* 1000.0f; */
float expand_gamut; /* 1.0f; */
float inverse_tonemap;
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
};
uniform UBO global;
struct PSInput
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0, float4 color : COLOR)
{
PSInput result;
result.position = mul(global.modelViewProj, position);
result.texcoord = texcoord;
result.color = color;
return result;
}
uniform sampler s0;
uniform Texture2D <float4> t0;
static const float kMaxNitsFor2084 = 10000.0f;
static const float kEpsilon = 0.0001f;
static const float kLumaChannelRatio = 0.25f;
static const float3x3 k709to2020 =
{
{ 0.6274040f, 0.3292820f, 0.0433136f },
{ 0.0690970f, 0.9195400f, 0.0113612f },
{ 0.0163916f, 0.0880132f, 0.8955950f }
};
static const float3x3 kP3to2020 =
{
{ 0.753845f, 0.198593f, 0.047562f },
{ 0.0457456f, 0.941777f, 0.0124772f },
{ -0.00121055f, 0.0176041f, 0.983607f }
};
/* START Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */
static const float3x3 kExpanded709to2020 =
{
{ 0.6274040f, 0.3292820f, 0.0433136f },
{ 0.0457456, 0.941777, 0.0124772 },
{ -0.00121055, 0.0176041, 0.983607 }
};
float3 LinearToST2084(float3 normalizedLinearValue)
{
float3 ST2084 = pow((0.8359375f + 18.8515625f * pow(abs(normalizedLinearValue), 0.1593017578f)) / (1.0f + 18.6875f * pow(abs(normalizedLinearValue), 0.1593017578f)), 78.84375f);
return ST2084; /* Don't clamp between [0..1], so we can still perform operations on scene values higher than 10,000 nits */
}
/* END Converted from (Copyright (c) Microsoft Corporation - Licensed under the MIT License.) https://github.com/microsoft/Xbox-ATG-Samples/tree/master/Kits/ATGTK/HDR */
float3 SRGBToLinear(float3 color)
{
float3 scale = color / 12.92f;
float3 gamma = pow(abs(color + 0.055f) / 1.055f, 2.4f);
return float3( color.x < 0.04045f ? scale.x : gamma.x,
color.y < 0.04045f ? scale.y : gamma.y,
color.z < 0.04045f ? scale.z : gamma.z);
}
float4 Hdr(float4 sdr)
{
float3 hdr;
if(global.inverse_tonemap)
{
sdr.xyz = pow(abs(sdr.xyz), global.contrast / 2.2f ); /* Display Gamma - needs to be determined by calibration screen */
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
float luma = dot(sdr.xyz, float3(0.2126, 0.7152, 0.0722)); /* Rec BT.709 luma coefficients - https://en.wikipedia.org/wiki/Luma_(video) */
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
/* Inverse reinhard tonemap */
float maxValue = (global.max_nits / global.paper_white_nits) + kEpsilon;
float elbow = maxValue / (maxValue - 1.0f); /* Convert (1.0 + epsilon) to infinite to range 1001 -> 1.0 */
float offset = 1.0f - ((0.5f * elbow) / (elbow - 0.5f)); /* Convert 1001 to 1.0 to range 0.5 -> 1.0 */
float hdrLumaInvTonemap = offset + ((luma * elbow) / (elbow - luma));
float sdrLumaInvTonemap = luma / ((1.0f + kEpsilon) - luma); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
float lumaInvTonemap = (luma > 0.5f) ? hdrLumaInvTonemap : sdrLumaInvTonemap;
float3 perLuma = sdr.xyz / (luma + kEpsilon) * lumaInvTonemap;
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
float3 hdrInvTonemap = offset + ((sdr.xyz * elbow) / (elbow - sdr.xyz));
float3 sdrInvTonemap = sdr.xyz / ((1.0f + kEpsilon) - sdr.xyz); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
float3 perChannel = float3(sdr.x > 0.5f ? hdrInvTonemap.x : sdrInvTonemap.x,
sdr.y > 0.5f ? hdrInvTonemap.y : sdrInvTonemap.y,
sdr.z > 0.5f ? hdrInvTonemap.z : sdrInvTonemap.z);
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
hdr = lerp(perLuma, perChannel, kLumaChannelRatio);
}
else
{
hdr = SRGBToLinear(sdr.xyz);
}
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
/* Now convert into HDR10 */
float3 rec2020 = mul(k709to2020, hdr);
if(global.expand_gamut > 0.0f)
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
{
rec2020 = mul( kExpanded709to2020, hdr);
}
float3 linearColour = rec2020 * (global.paper_white_nits / kMaxNitsFor2084);
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
float3 hdr10 = LinearToST2084(linearColour);
return float4(hdr10, sdr.w);
}
float4 PSMain(PSInput input) : SV_TARGET
{
float4 sdr = input.color * t0.Sample(s0, input.texcoord);
return Hdr(sdr);
};
)