Automatic Colorspace and HDR10 HLG corrections

This commit is contained in:
jojo61 2018-09-01 12:03:37 +02:00
parent 8f10f799ba
commit 2e56bef5c0
1 changed files with 92 additions and 21 deletions

113
shaders.h
View File

@ -60,6 +60,45 @@ color.a = 1.0;\n\
out_color = color;\n\
}\n"};
char fragment_bt2100[] = {"\
#version 330\n\
#define texture1D texture\n\
#define texture3D texture\n\
out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
in vec2 texcoord3;\n\
in vec2 texcoord4;\n\
in vec2 texcoord5;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
//uniform vec2 texture_size0;\n\
//uniform mat2 texture_rot0;\n\
//uniform vec2 pixel_size0;\n\
uniform sampler2D texture1;\n\
//uniform vec2 texture_size1;\n\
//uniform mat2 texture_rot1;\n\
//uniform vec2 pixel_size1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(2.4));\n\
color.rgb = cms_matrix * color.rgb;\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
out_color = color;\n\
}\n"};
/* Color conversion matrix: RGB = m * YUV + c
* m is in row-major matrix, with m[row][col], e.g.:
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
@ -78,6 +117,10 @@ struct mp_cmat {
float c[3]; //colormatrix_c
};
struct mp_mat {
float m[3][3];
};
// YUV input limited range (16-235 for luma, 16-240 for chroma)
// ITU-R BT.601 (SD)
struct mp_cmat yuv_bt601 = {\
@ -107,6 +150,11 @@ struct mp_cmat yuv_bt2020cl = {\
{ 1.138393, 0.000000 , 0.000000 }},\
{-0.571429, -0.073059, -0.571429 } };
float cms_matrix[3][3] = \
{{ 1.660497, -0.124547, -0.018154},\
{-0.587657, 1.132895, -0.100597},\
{-0.072840, -0.008348, 1.118751}};
struct gl_vao_entry {
// used for shader / glBindAttribLocation
const char *name;
@ -170,17 +218,47 @@ Debug(3,"Link Status %d loglen %d\n",status,log_length);
}
static GLuint sc_generate(GLuint gl_prog,char *vert, char *frag, int h) {
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
char vname[80];
int n;
GLint texLoc;
float *m,*c;
GLint cmsLoc;
float *m,*c,*cms;
char *frag;
switch (colorspace) {
case AVCOL_SPC_RGB:
m = &yuv_bt601.m[0][0];
c = &yuv_bt601.c[0];
frag = fragment;
Debug(3,"BT601 Colorspace used\n");
break;
case AVCOL_SPC_BT709:
case AVCOL_SPC_UNSPECIFIED: // comes with UHD
m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0];
frag = fragment;
Debug(3,"BT709 Colorspace used\n");
break;
case AVCOL_SPC_BT2020_NCL:
m = &yuv_bt2020ncl.m[0][0];
c = &yuv_bt2020ncl.c[0];
cms = &cms_matrix[0][0];
frag = fragment_bt2100;
Debug(3,"BT2020NCL Colorspace used\n");
break;
default: // fallback
m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0];
frag = fragment;
Debug(3,"default BT709 Colorspace used %d\n",colorspace);
break;
}
Debug(3,"vor create\n");
gl_prog = glCreateProgram();
Debug(3,"vor compile vertex\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vert);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
Debug(3,"vor compile fragment\n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag);
glBindAttribLocation(gl_prog,0,"vertex_position");
@ -189,23 +267,9 @@ static GLuint sc_generate(GLuint gl_prog,char *vert, char *frag, int h) {
sprintf(vname,"vertex_texcoord%1d",n);
glBindAttribLocation(gl_prog,n+1,vname);
}
// dirty hack to find colormatrix
// TODO find the right colormatrix in SEI message
if (h < 720) {
m = &yuv_bt601.m[0][0];
c = &yuv_bt601.c[0];
}
if (h >= 720 && h <=1080) {
m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0];
}
else {
m = &yuv_bt2020ncl.m[0][0];
c = &yuv_bt2020ncl.c[0];
}
link_shader(gl_prog);
gl_colormatrix = glGetUniformLocation(gl_prog,"colormatrix");
Debug(3,"get uniform colormatrix %d \n",gl_colormatrix);
if (gl_colormatrix != -1)
@ -218,6 +282,13 @@ static GLuint sc_generate(GLuint gl_prog,char *vert, char *frag, int h) {
glProgramUniform3fv(gl_prog,gl_colormatrix_c,1,c);
GlxCheck();
if (colorspace == AVCOL_SPC_BT2020_NCL) {
cmsLoc = glGetUniformLocation(gl_prog,"cms_matrix");
if (cmsLoc != -1)
glProgramUniformMatrix3fv(gl_prog,cmsLoc,1,0,cms);
GlxCheck();
}
return gl_prog;
}