- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case

This commit is contained in:
Magnus Norddahl 2019-05-01 00:55:31 +02:00 committed by Rachael Alexanderson
parent af362beef5
commit 074fb10263
5 changed files with 24 additions and 4 deletions

View file

@ -225,11 +225,12 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{ {
// Full screen exclusive mode treats a rgba16f frame buffer as linear. // Full screen exclusive mode treats a rgba16f frame buffer as linear.
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that. // It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
mPresentShader->Uniforms->InvGamma *= 2.2f; mPresentShader->Uniforms->HdrMode = 1;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1); mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
} }
else else
{ {
mPresentShader->Uniforms->HdrMode = 0;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1); mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
} }
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() }; mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };

View file

@ -167,6 +167,7 @@ void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f); shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula); shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
} }
shader.Uniforms->HdrMode = 0;
shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1); shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
shader.Uniforms->Scale = { shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.width / (float)mBuffers->GetWidth(),

View file

@ -726,7 +726,7 @@ struct PresentUniforms
FVector2 Scale; FVector2 Scale;
FVector2 Offset; FVector2 Offset;
float ColorScale; float ColorScale;
float Padding; int HdrMode;
static std::vector<UniformFieldDesc> Desc() static std::vector<UniformFieldDesc> Desc()
{ {
@ -741,6 +741,7 @@ struct PresentUniforms
{ "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) }, { "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) },
{ "UVOffset", UniformType::Vec2, offsetof(PresentUniforms, Offset) }, { "UVOffset", UniformType::Vec2, offsetof(PresentUniforms, Offset) },
{ "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) }, { "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) },
{ "HdrMode", UniformType::Int, offsetof(PresentUniforms, HdrMode) }
}; };
} }
}; };

View file

@ -200,7 +200,11 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
if (applyGamma && fb->swapChain->swapChainFormat.colorSpace == VK_COLOR_SPACE_HDR10_ST2084_EXT) if (applyGamma && fb->swapChain->swapChainFormat.colorSpace == VK_COLOR_SPACE_HDR10_ST2084_EXT)
{ {
uniforms.InvGamma *= 2.2f; uniforms.HdrMode = 1;
}
else
{
uniforms.HdrMode = 0;
} }
renderstate.Clear(); renderstate.Clear();

View file

@ -29,7 +29,20 @@ vec4 Dither(vec4 c)
return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a); return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
} }
vec4 sRGBtoLinear(vec4 c)
{
return vec4(mix(pow((c.rgb + 0.055) / 1.055, vec3(2.4)), c.rgb / 12.92, step(c.rgb, vec3(0.04045))), c.a);
}
vec4 ApplyHdrMode(vec4 c)
{
if (HdrMode == 0)
return c;
else
return sRGBtoLinear(c);
}
void main() void main()
{ {
FragColor = Dither(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale))); FragColor = Dither(ApplyHdrMode(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale))));
} }