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mirror of https://github.com/jojo61/vdr-plugin-softhdcuvid.git synced 2023-10-10 13:37:41 +02:00

Rework shaders - Better HLG Colors

This commit is contained in:
jojo61 2020-03-06 09:11:08 +01:00
parent feb7479ff8
commit 3e649a5cea

371
shaders.h
View File

@ -1,4 +1,5 @@
// shader // shader
#define SHADER_LENGTH 10000
#ifdef CUVID #ifdef CUVID
const char *gl_version = "#version 330"; const char *gl_version = "#version 330";
@ -10,173 +11,6 @@ const char *gl_version = "#version 300 es ";
#endif #endif
#endif #endif
char vertex_3[] = {"\
%s\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
in vec2 vertex_texcoord2;\n\
out vec2 texcoord2;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
texcoord2 = vertex_texcoord1;\n\
}\n"};
char fragment_3[] = {"\
%s\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
uniform sampler2D texture2;\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 = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n\
color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
out_color = color;\n\
}\n"};
char fragment_bt2100_3[] = {"\
%s\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
uniform sampler2D texture2;\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.g = 1.003906 * vec4(texture(texture1, texcoord1)).r;\n\
color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r;\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"};
char vertex_osd[] = { "\
%s\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
}\n" };
char fragment_osd[] = { "\
%s\n\
#define texture1D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
uniform sampler2D texture0;\n\
void main() {\n\
vec4 color; \n\
color = vec4(texture(texture0, texcoord0));\n\
out_color = color;\n\
}\n" };
char vertex[] = { "\
%s\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
}\n" };
char fragment[] = { "\
%s\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\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 = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.000000 * 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\
out_color = color;\n\
}\n" };
char fragment_bt2100[] = { "\
%s\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\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 /* Color conversion matrix: RGB = m * YUV + c
* m is in row-major matrix, with m[row][col], e.g.: * m is in row-major matrix, with m[row][col], e.g.:
@ -236,6 +70,18 @@ float cms_matrix[3][3] = { {1.660497, -0.124547, -0.018154},
{-0.072840, -0.008348, 1.118751} {-0.072840, -0.008348, 1.118751}
}; };
// Common constants for SMPTE ST.2084 (PQ)
static const float PQ_M1 = 2610./4096 * 1./4,
PQ_M2 = 2523./4096 * 128,
PQ_C1 = 3424./4096,
PQ_C2 = 2413./4096 * 32,
PQ_C3 = 2392./4096 * 32;
// Common constants for ARIB STD-B67 (HLG)
static const float HLG_A = 0.17883277,
HLG_B = 0.28466892,
HLG_C = 0.55991073;
struct gl_vao_entry struct gl_vao_entry
{ {
// used for shader / glBindAttribLocation // used for shader / glBindAttribLocation
@ -272,16 +118,54 @@ static const struct gl_vao_entry vertex_vao[] = {
{0} {0}
}; };
#define GLSL(...) pl_shader_append(__VA_ARGS__)
#define GLSLV(...) pl_shader_append_v(__VA_ARGS__)
char sh[SHADER_LENGTH];
char shv[SHADER_LENGTH];
GL_init() {
sh[0] = 0;
}
GLV_init() {
shv[0] = 0;
}
pl_shader_append(const char *fmt, ...) {
char temp[1000];
va_list ap;
va_start(ap, fmt);
vsprintf(temp,fmt,ap);
va_end(ap);
if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(sh,temp);
}
pl_shader_append_v(const char *fmt, ...) {
char temp[1000];
va_list ap;
va_start(ap, fmt);
vsprintf(temp,fmt,ap);
va_end(ap);
if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(shv,temp);
}
static void compile_attach_shader(GLuint program, GLenum type, const char *source) static void compile_attach_shader(GLuint program, GLenum type, const char *source)
{ {
GLuint shader; GLuint shader;
GLint status, log_length; GLint status=1234, log_length;
char log[4000]; char log[4000];
GLsizei len; GLsizei len;
char *buffer = (char *) malloc(1000);
sprintf(buffer,source,gl_version);
shader = glCreateShader(type); shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar **)&buffer, NULL); glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, NULL);
glCompileShader(shader); glCompileShader(shader);
status = 0; status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status); glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
@ -293,7 +177,7 @@ static void compile_attach_shader(GLuint program, GLenum type, const char *sourc
glAttachShader(program, shader); glAttachShader(program, shader);
glDeleteShader(shader); glDeleteShader(shader);
free(buffer);
} }
static void link_shader(GLuint program) static void link_shader(GLuint program)
@ -313,14 +197,43 @@ static GLuint sc_generate_osd(GLuint gl_prog)
Debug(3, "vor create osd\n"); Debug(3, "vor create osd\n");
gl_prog = glCreateProgram(); gl_prog = glCreateProgram();
GL_init();
GLSL("%s\n",gl_version);
GLSL("in vec2 vertex_position;\n");
GLSL("in vec2 vertex_texcoord0;\n");
GLSL("out vec2 texcoord0;\n");
GLSL("void main() {\n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0;\n");
GLSL("}\n");
Debug(3, "vor compile vertex osd\n"); Debug(3, "vor compile vertex osd\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd); compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
GL_init();
GLSL("%s\n",gl_version);
GLSL("#define texture1D texture\n");
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0;\n");
GLSL("uniform sampler2D texture0;\n");
GLSL("void main() {\n");
GLSL("vec4 color; \n");
GLSL("color = vec4(texture(texture0, texcoord0));\n");
#ifdef GAMMA
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#endif
GLSL("out_color = color;\n");
GLSL("}\n");
Debug(3, "vor compile fragment osd \n"); Debug(3, "vor compile fragment osd \n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd); compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); //fragment_osd);
glBindAttribLocation(gl_prog, 0, "vertex_position"); glBindAttribLocation(gl_prog, 0, "vertex_position");
glBindAttribLocation(gl_prog, 1, "vertex_texcoord0"); glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
link_shader(gl_prog); link_shader(gl_prog);
return gl_prog; return gl_prog;
} }
@ -333,41 +246,133 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
float *m, *c, *cms; float *m, *c, *cms;
char *frag; char *frag;
GL_init();
GLSL("%s\n",gl_version);
GLSL("in vec2 vertex_position; \n");
GLSL("in vec2 vertex_texcoord0; \n");
GLSL("out vec2 texcoord0; \n");
GLSL("in vec2 vertex_texcoord1; \n");
GLSL("out vec2 texcoord1; \n");
if (Planes == 3) {
GLSL("in vec2 vertex_texcoord2; \n");
GLSL("out vec2 texcoord2; \n");
}
GLSL("void main() { \n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0; \n");
GLSL("texcoord1 = vertex_texcoord1; \n");
if (Planes == 3) {
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
}
GLSL("} \n");
Debug(3, "vor create\n");
gl_prog = glCreateProgram();
Debug(3, "vor compile vertex\n");
// printf("%s",sh);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh );
switch (colorspace) { switch (colorspace) {
case AVCOL_SPC_RGB: case AVCOL_SPC_RGB:
m = &yuv_bt601.m[0][0]; m = &yuv_bt601.m[0][0];
c = &yuv_bt601.c[0]; c = &yuv_bt601.c[0];
frag = Planes == 3?fragment_3:fragment;
Debug(3, "BT601 Colorspace used\n"); Debug(3, "BT601 Colorspace used\n");
break; break;
case AVCOL_SPC_BT709: case AVCOL_SPC_BT709:
case AVCOL_SPC_UNSPECIFIED: // comes with UHD case AVCOL_SPC_UNSPECIFIED: // comes with UHD
m = &yuv_bt709.m[0][0]; m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0]; c = &yuv_bt709.c[0];
frag = Planes==3?fragment_3:fragment;
Debug(3, "BT709 Colorspace used\n"); Debug(3, "BT709 Colorspace used\n");
break; break;
case AVCOL_SPC_BT2020_NCL: case AVCOL_SPC_BT2020_NCL:
m = &yuv_bt2020ncl.m[0][0]; m = &yuv_bt2020ncl.m[0][0];
c = &yuv_bt2020ncl.c[0]; c = &yuv_bt2020ncl.c[0];
cms = &cms_matrix[0][0]; cms = &cms_matrix[0][0];
frag = Planes == 3?fragment_bt2100_3:fragment_bt2100;
Debug(3, "BT2020NCL Colorspace used\n"); Debug(3, "BT2020NCL Colorspace used\n");
break; break;
default: // fallback default: // fallback
m = &yuv_bt709.m[0][0]; m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0]; c = &yuv_bt709.c[0];
frag = Planes==3?fragment_3:fragment;
Debug(3, "default BT709 Colorspace used %d\n", colorspace); Debug(3, "default BT709 Colorspace used %d\n", colorspace);
break; break;
} }
Debug(3, "vor create\n"); GL_init();
gl_prog = glCreateProgram();
Debug(3, "vor compile vertex\n"); GLSL("%s\n",gl_version);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, Planes==3?vertex_3:vertex); GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0;\ \n");
GLSL("in vec2 texcoord1; \n");
if (Planes == 3)
GLSL("in vec2 texcoord2; \n");
GLSL("uniform mat3 colormatrix; \n");
GLSL("uniform vec3 colormatrix_c; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL)
GLSL("uniform mat3 cms_matrix;\n");
GLSL("uniform sampler2D texture0; \n");
GLSL("uniform sampler2D texture1; \n");
if (Planes == 3)
GLSL("uniform sampler2D texture2; \n");
GLSL("void main() { \n");
GLSL("vec4 color; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL) {
GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r; \n");
GLSL("color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r; \n");
} else {
GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
}
GLSL("// color conversion\n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// pl_shader_linearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f),bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), bvec3(lessThan(vec3(0.5), color.rgb)));\n");
GLSL("// color mapping \n");
GLSL("color.rgb = cms_matrix * color.rgb; \n");
#ifndef GAMMA
GLSL("// pl_shader_delinearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), bvec3(lessThan(vec3(1.0), color.rgb))); \n");
#endif
GLSL("out_color = color; \n");
GLSL("} \n");
}
else {
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
} else {
GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
}
GLSL("// color conversion \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
#ifdef GAMMA
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#endif
GLSL("// color mapping \n");
GLSL("out_color = color; \n");
GLSL("} \n");
}
//printf(">%s<",sh);
Debug(3, "vor compile fragment\n"); Debug(3, "vor compile fragment\n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag); compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
glBindAttribLocation(gl_prog, 0, "vertex_position"); glBindAttribLocation(gl_prog, 0, "vertex_position");
for (n = 0; n < 6; n++) { for (n = 0; n < 6; n++) {