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

142 lines
4.9 KiB
C

#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;
float hdr10;
};
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);
}
float3 Hdr(float3 sdr)
{
float3 hdr;
if(global.inverse_tonemap)
{
sdr = pow(abs(sdr), global.contrast / 2.2f ); /* Display Gamma - needs to be determined by calibration screen */
float luma = dot(sdr, float3(0.2126, 0.7152, 0.0722)); /* Rec BT.709 luma coefficients - https://en.wikipedia.org/wiki/Luma_(video) */
/* Inverse reinhard tonemap */
float maxValue = (global.max_nits / global.paper_white_nits) + kEpsilon;
float elbow = maxValue / (maxValue - 1.0f);
float offset = 1.0f - ((0.5f * elbow) / (elbow - 0.5f));
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 */
float lumaInvTonemap = (luma > 0.5f) ? hdrLumaInvTonemap : sdrLumaInvTonemap;
float3 perLuma = sdr / (luma + kEpsilon) * lumaInvTonemap;
float3 hdrInvTonemap = offset + ((sdr * elbow) / (elbow - sdr));
float3 sdrInvTonemap = sdr / ((1.0f + kEpsilon) - sdr); /* Convert the srd < 0.5 to 0.0 -> 1.0 range */
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);
hdr = lerp(perLuma, perChannel, kLumaChannelRatio);
}
else
{
hdr = sdr;
}
float3 hdr10;
if(global.hdr10)
{
/* Now convert into HDR10 */
float3 rec2020 = mul(k709to2020, hdr);
if(global.expand_gamut > 0.0f)
{
rec2020 = mul( kExpanded709to2020, hdr);
}
float3 linearColour = rec2020 * (global.paper_white_nits / kMaxNitsFor2084);
hdr10 = LinearToST2084(linearColour);
}
else
{
hdr10 = hdr;
}
return hdr10;
}
float4 PSMain(PSInput input) : SV_TARGET
{
float4 sdr = input.color * t0.Sample(s0, input.texcoord);
return float4(Hdr(sdr.rgb), sdr.a);
};
)