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Vulkan: Fix HDR inverse tonemapping. (#14587)
Only skip tonemapper if HDR10 is explicitly enabled by last shader pass. Otherwise, we are simply just inheriting the bit-depth of the swapchain.
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@ -933,16 +933,20 @@ static bool vulkan_init_default_filter_chain(vk_t *vk)
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{
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struct video_shader* shader_preset = vulkan_filter_chain_get_preset(
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vk->filter_chain);
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VkFormat rt_format = (shader_preset && shader_preset->passes) ? vulkan_filter_chain_get_pass_rt_format(vk->filter_chain, shader_preset->passes - 1) : VK_FORMAT_UNDEFINED;
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VkFormat rt_format = (shader_preset && shader_preset->passes) ?
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vulkan_filter_chain_get_pass_rt_format(vk->filter_chain, shader_preset->passes - 1) : VK_FORMAT_UNDEFINED;
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bool emits_hdr10 = shader_preset && shader_preset->passes && vulkan_filter_chain_emits_hdr10(vk->filter_chain);
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switch (rt_format)
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{
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case VK_FORMAT_A2B10G10R10_UNORM_PACK32:
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/* If the last shader pass uses a RGB10A2 back buffer
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* and HDR has been enabled, assume we want to skip
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* the inverse tonemapper and HDR10 conversion */
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vulkan_set_hdr_inverse_tonemap(vk, false);
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vulkan_set_hdr10(vk, false);
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* the inverse tonemapper and HDR10 conversion.
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* If we just inherited HDR10 format based on backbuffer,
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* we would have used RGBA8, and thus we should do inverse tonemap as expected. */
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vulkan_set_hdr_inverse_tonemap(vk, !emits_hdr10);
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vulkan_set_hdr10(vk, !emits_hdr10);
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vk->flags |= VK_FLAG_SHOULD_RESIZE;
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break;
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case VK_FORMAT_R16G16B16A16_SFLOAT:
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@ -1000,16 +1004,19 @@ static bool vulkan_init_filter_chain_preset(vk_t *vk, const char *shader_path)
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if (vk->context->flags & VK_CTX_FLAG_HDR_ENABLE)
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{
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struct video_shader* shader_preset = vulkan_filter_chain_get_preset(vk->filter_chain);
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VkFormat rt_format = (shader_preset && shader_preset->passes) ? vulkan_filter_chain_get_pass_rt_format(vk->filter_chain, shader_preset->passes - 1) : VK_FORMAT_UNDEFINED;
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VkFormat rt_format = (shader_preset && shader_preset->passes) ? vulkan_filter_chain_get_pass_rt_format(vk->filter_chain, shader_preset->passes - 1) : VK_FORMAT_UNDEFINED;
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bool emits_hdr10 = shader_preset && shader_preset->passes && vulkan_filter_chain_emits_hdr10(vk->filter_chain);
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switch (rt_format)
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{
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case VK_FORMAT_A2B10G10R10_UNORM_PACK32:
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/* If the last shader pass uses a RGB10A2 backbuffer
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* and HDR has been enabled, assume we want to
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* skip the inverse tonemapper and HDR10 conversion */
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vulkan_set_hdr_inverse_tonemap(vk, false);
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vulkan_set_hdr10(vk, false);
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* skip the inverse tonemapper and HDR10 conversion
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* If we just inherited HDR10 format based on backbuffer,
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* we would have used RGBA8, and thus we should do inverse tonemap as expected. */
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vulkan_set_hdr_inverse_tonemap(vk, !emits_hdr10);
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vulkan_set_hdr10(vk, !emits_hdr10);
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vk->flags |= VK_FLAG_SHOULD_RESIZE;
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break;
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case VK_FORMAT_R16G16B16A16_SFLOAT:
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