mirror of
https://github.com/LizardByte/Sunshine.git
synced 2025-01-30 03:32:43 +00:00
Fix color conversion for SDR FP16 capture formats
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010440dbd3
commit
b5c8bbaa24
@ -91,9 +91,11 @@ namespace platf::dxgi {
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blob_t convert_UV_vs_hlsl;
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blob_t convert_UV_ps_hlsl;
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blob_t convert_UV_linear_ps_hlsl;
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blob_t convert_UV_PQ_ps_hlsl;
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blob_t scene_vs_hlsl;
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blob_t convert_Y_ps_hlsl;
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blob_t convert_Y_linear_ps_hlsl;
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blob_t convert_Y_PQ_ps_hlsl;
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blob_t scene_ps_hlsl;
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blob_t scene_NW_ps_hlsl;
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@ -116,6 +118,9 @@ namespace platf::dxgi {
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// Unique identifier for this image
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uint32_t id = 0;
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// DXGI format of this image texture
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DXGI_FORMAT format;
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virtual ~img_d3d_t() override {
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if (encoder_texture_handle) {
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CloseHandle(encoder_texture_handle);
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@ -338,14 +343,14 @@ namespace platf::dxgi {
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device_ctx->OMSetRenderTargets(1, &nv12_Y_rt, nullptr);
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device_ctx->VSSetShader(scene_vs.get(), nullptr, 0);
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device_ctx->PSSetShader(convert_Y_ps.get(), nullptr, 0);
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device_ctx->PSSetShader(img.format == DXGI_FORMAT_R16G16B16A16_FLOAT ? convert_Y_fp16_ps.get() : convert_Y_ps.get(), nullptr, 0);
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device_ctx->RSSetViewports(1, &outY_view);
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device_ctx->PSSetShaderResources(0, 1, &img_ctx.encoder_input_res);
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device_ctx->Draw(3, 0);
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device_ctx->OMSetRenderTargets(1, &nv12_UV_rt, nullptr);
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device_ctx->VSSetShader(convert_UV_vs.get(), nullptr, 0);
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device_ctx->PSSetShader(convert_UV_ps.get(), nullptr, 0);
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device_ctx->PSSetShader(img.format == DXGI_FORMAT_R16G16B16A16_FLOAT ? convert_UV_fp16_ps.get() : convert_UV_ps.get(), nullptr, 0);
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device_ctx->RSSetViewports(1, &outUV_view);
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device_ctx->Draw(3, 0);
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@ -577,34 +582,48 @@ namespace platf::dxgi {
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}
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// If the display is in HDR and we're streaming HDR, we'll be converting scRGB to SMPTE 2084 PQ.
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// NB: We can consume scRGB in SDR with our regular shaders because it behaves like UNORM input.
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if (format == DXGI_FORMAT_P010 && display->is_hdr()) {
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status = device->CreatePixelShader(convert_Y_PQ_ps_hlsl->GetBufferPointer(), convert_Y_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
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status = device->CreatePixelShader(convert_Y_PQ_ps_hlsl->GetBufferPointer(), convert_Y_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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status = device->CreatePixelShader(convert_UV_PQ_ps_hlsl->GetBufferPointer(), convert_UV_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
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status = device->CreatePixelShader(convert_UV_PQ_ps_hlsl->GetBufferPointer(), convert_UV_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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}
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else {
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status = device->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
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// If the display is in Advanced Color mode, the desktop format will be scRGB FP16.
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// scRGB uses linear gamma, so we must use our linear to sRGB conversion shaders.
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status = device->CreatePixelShader(convert_Y_linear_ps_hlsl->GetBufferPointer(), convert_Y_linear_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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status = device->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
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status = device->CreatePixelShader(convert_UV_linear_ps_hlsl->GetBufferPointer(), convert_UV_linear_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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}
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// These shaders consume standard 8-bit sRGB input
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status = device->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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status = device->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
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if (status) {
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BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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color_matrix = make_buffer(device.get(), ::video::colors[0]);
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if (!color_matrix) {
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BOOST_LOG(error) << "Failed to create color matrix buffer"sv;
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@ -750,7 +769,9 @@ namespace platf::dxgi {
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vs_t convert_UV_vs;
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ps_t convert_UV_ps;
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ps_t convert_UV_fp16_ps;
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ps_t convert_Y_ps;
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ps_t convert_Y_fp16_ps;
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vs_t scene_vs;
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D3D11_VIEWPORT outY_view;
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@ -1118,6 +1139,7 @@ namespace platf::dxgi {
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img->pixel_pitch = get_pixel_pitch();
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img->row_pitch = img->pixel_pitch * img->width;
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img->dummy = dummy;
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img->format = (capture_format == DXGI_FORMAT_UNKNOWN) ? DXGI_FORMAT_B8G8R8A8_UNORM : capture_format;
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D3D11_TEXTURE2D_DESC t {};
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t.Width = img->width;
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@ -1126,7 +1148,7 @@ namespace platf::dxgi {
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t.ArraySize = 1;
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t.SampleDesc.Count = 1;
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t.Usage = D3D11_USAGE_DEFAULT;
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t.Format = (capture_format == DXGI_FORMAT_UNKNOWN) ? DXGI_FORMAT_B8G8R8A8_UNORM : capture_format;
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t.Format = img->format;
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t.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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t.MiscFlags = D3D11_RESOURCE_MISC_SHARED_NTHANDLE | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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@ -1190,8 +1212,9 @@ namespace platf::dxgi {
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std::vector<DXGI_FORMAT>
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display_vram_t::get_supported_capture_formats() {
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return {
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// scRGB FP16 is the desired format for HDR content. This will also handle
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// 10-bit SDR displays with the increased precision of FP16 vs 8-bit UNORMs.
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// scRGB FP16 is the ideal format for Wide Color Gamut and Advanced Color
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// displays (both SDR and HDR). This format uses linear gamma, so we will
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// use a linear->PQ shader for HDR and a linear->sRGB shader for SDR.
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DXGI_FORMAT_R16G16B16A16_FLOAT,
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// DXGI_FORMAT_R10G10B10A2_UNORM seems like it might give us frames already
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@ -1203,8 +1226,8 @@ namespace platf::dxgi {
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// but we avoid it for now.
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// We include the 8-bit modes too for when the display is in SDR mode,
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// while the client stream is HDR-capable. These UNORM formats behave
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// like a degenerate case of scRGB FP16 with values between 0.0f-1.0f.
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// while the client stream is HDR-capable. These UNORM formats can
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// use our normal pixel shaders that expect sRGB input.
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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};
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@ -1250,6 +1273,11 @@ namespace platf::dxgi {
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return -1;
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}
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convert_Y_linear_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertYPS_Linear.hlsl");
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if (!convert_Y_linear_ps_hlsl) {
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return -1;
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}
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convert_UV_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS.hlsl");
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if (!convert_UV_ps_hlsl) {
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return -1;
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@ -1260,6 +1288,11 @@ namespace platf::dxgi {
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return -1;
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}
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convert_UV_linear_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS_Linear.hlsl");
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if (!convert_UV_linear_ps_hlsl) {
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return -1;
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}
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convert_UV_vs_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/ConvertUVVS.hlsl");
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if (!convert_UV_vs_hlsl) {
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return -1;
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@ -0,0 +1,36 @@
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Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
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float3 ApplySRGBCurve(float3 x)
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{
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return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
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}
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float2 main_ps(FragTexWide input) : SV_Target
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{
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float3 rgb_left = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.xz)).rgb);
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float3 rgb_right = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.yz)).rgb);
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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u = u * range_uv.x + range_uv.y;
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v = v * range_uv.x + range_uv.y;
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return float2(u, v);
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}
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@ -0,0 +1,31 @@
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Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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struct PS_INPUT
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD;
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};
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// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
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float3 ApplySRGBCurve(float3 x)
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{
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return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
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}
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float main_ps(PS_INPUT frag_in) : SV_Target
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{
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float3 rgb = ApplySRGBCurve(saturate(image.Sample(def_sampler, frag_in.tex, 0)).rgb);
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float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
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return y * range_y.x + range_y.y;
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}
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