1
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Эх сурвалжийг харах

libobs: Add color spaces to scale shaders

jpark37 3 жил өмнө
parent
commit
a8bc994f07

+ 1 - 0
libobs/CMakeLists.txt

@@ -210,6 +210,7 @@ if(NOT OS_MACOS)
     PRIVATE data/area.effect
             data/bicubic_scale.effect
             data/bilinear_lowres_scale.effect
+            data/color.effect
             data/default.effect
             data/default_rect.effect
             data/deinterlace_base.effect

+ 119 - 4
libobs/data/area.effect

@@ -1,7 +1,10 @@
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform float2 base_dimension;
 uniform float2 base_dimension_i;
 uniform texture2d image;
+uniform float multiplier;
 
 sampler_state textureSampler {
 	Filter    = Linear;
@@ -31,8 +34,9 @@ VertInOut VSDefault(VertData vert_in)
 	return vert_out;
 }
 
-float4 DrawArea(float2 uv)
+float4 DrawArea(FragData frag_in)
 {
+	float2 uv = frag_in.uv;
 	float2 uv_delta = float2(ddx(uv.x), ddy(uv.y));
 
 	// Handle potential OpenGL flip.
@@ -84,18 +88,44 @@ float4 DrawArea(float2 uv)
 
 float4 PSDrawAreaRGBA(FragData frag_in) : TARGET
 {
-	return DrawArea(frag_in.uv);
+	return DrawArea(frag_in);
+}
+
+float4 PSDrawAreaRGBAMultiply(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawArea(frag_in);
+	rgba.rgb *= multiplier;
+	return rgba;
+}
+
+float4 PSDrawAreaRGBATonemap(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawArea(frag_in);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
+float4 PSDrawAreaRGBAMultiplyTonemap(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawArea(frag_in);
+	rgba.rgb *= multiplier;
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
 }
 
 float4 PSDrawAreaRGBADivide(FragData frag_in) : TARGET
 {
-	float4 rgba = DrawArea(frag_in.uv);
+	float4 rgba = DrawArea(frag_in);
 	float alpha = rgba.a;
 	float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
 	return float4(rgba.rgb * multiplier, alpha);
 }
 
-float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
+float4 DrawAreaUpscale(FragData frag_in)
 {
 	float2 uv = frag_in.uv;
 	float2 uv_delta = float2(ddx(uv.x), ddy(uv.y));
@@ -124,6 +154,37 @@ float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
 	return image.Sample(textureSampler, uv);
 }
 
+float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
+{
+	return DrawAreaUpscale(frag_in);
+}
+
+float4 PSDrawAreaRGBAUpscaleMultiply(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawAreaUpscale(frag_in);
+	rgba.rgb *= multiplier;
+	return rgba;
+}
+
+float4 PSDrawAreaRGBAUpscaleTonemap(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawAreaUpscale(frag_in);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
+float4 PSDrawAreaRGBAUpscaleMultiplyTonemap(FragData frag_in) : TARGET
+{
+	float4 rgba = DrawAreaUpscale(frag_in);
+	rgba.rgb *= multiplier;
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
 technique Draw
 {
 	pass
@@ -133,6 +194,33 @@ technique Draw
 	}
 }
 
+technique DrawMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBAMultiply(frag_in);
+	}
+}
+
+technique DrawTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBATonemap(frag_in);
+	}
+}
+
+technique DrawMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBAMultiplyTonemap(frag_in);
+	}
+}
+
 technique DrawAlphaDivide
 {
 	pass
@@ -150,3 +238,30 @@ technique DrawUpscale
 		pixel_shader  = PSDrawAreaRGBAUpscale(frag_in);
 	}
 }
+
+technique DrawUpscaleMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBAUpscaleMultiply(frag_in);
+	}
+}
+
+technique DrawUpscaleTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBAUpscaleTonemap(frag_in);
+	}
+}
+
+technique DrawUpscaleMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawAreaRGBAUpscaleMultiplyTonemap(frag_in);
+	}
+}

+ 83 - 0
libobs/data/bicubic_scale.effect

@@ -4,11 +4,14 @@
  * there.
  */
 
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform texture2d image;
 uniform float2 base_dimension;
 uniform float2 base_dimension_i;
 uniform float undistort_factor = 1.0;
+uniform float multiplier;
 
 sampler_state textureSampler {
 	Filter    = Linear;
@@ -134,6 +137,32 @@ float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
 	return DrawBicubic(f_in, undistort);
 }
 
+float4 PSDrawBicubicRGBAMultiply(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawBicubic(f_in, undistort);
+	rgba.rgb *= multiplier;
+	return rgba;
+}
+
+float4 PSDrawBicubicRGBATonemap(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawBicubic(f_in, undistort);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
+float4 PSDrawBicubicRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawBicubic(f_in, undistort);
+	rgba.rgb *= multiplier;
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
 float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
 {
 	float4 rgba = DrawBicubic(f_in, false);
@@ -151,6 +180,33 @@ technique Draw
 	}
 }
 
+technique DrawMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBAMultiply(f_in, false);
+	}
+}
+
+technique DrawTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBATonemap(f_in, false);
+	}
+}
+
+technique DrawMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBAMultiplyTonemap(f_in, false);
+	}
+}
+
 technique DrawAlphaDivide
 {
 	pass
@@ -168,3 +224,30 @@ technique DrawUndistort
 		pixel_shader = PSDrawBicubicRGBA(f_in, true);
 	}
 }
+
+technique DrawUndistortMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBAMultiply(f_in, true);
+	}
+}
+
+technique DrawUndistortTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBATonemap(f_in, true);
+	}
+}
+
+technique DrawUndistortMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawBicubicRGBAMultiplyTonemap(f_in, true);
+	}
+}

+ 64 - 9
libobs/data/bilinear_lowres_scale.effect

@@ -3,8 +3,11 @@
  * low resolution image below half size
  */
 
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform texture2d image;
+uniform float multiplier;
 
 sampler_state textureSampler {
 	Filter    = Linear;
@@ -30,9 +33,9 @@ float4 pixel(float2 uv)
 	return image.Sample(textureSampler, uv);
 }
 
-float4 DrawLowresBilinear(VertData v_in)
+float4 DrawLowresBilinear(VertData f_in)
 {
-	float2 uv = v_in.uv;
+	float2 uv = f_in.uv;
 	float2 stepxy  = float2(ddx(uv.x), ddy(uv.y));
 	float2 stepxy1 = stepxy * 0.0625;
 	float2 stepxy3 = stepxy * 0.1875;
@@ -52,14 +55,40 @@ float4 DrawLowresBilinear(VertData v_in)
 	return out_color * 0.125;
 }
 
-float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
+float4 PSDrawLowresBilinearRGBA(VertData f_in) : TARGET
+{
+	return DrawLowresBilinear(f_in);
+}
+
+float4 PSDrawLowresBilinearRGBAMultiply(VertData f_in) : TARGET
+{
+	float4 rgba = DrawLowresBilinear(f_in);
+	rgba.rgb *= multiplier;
+	return rgba;
+}
+
+float4 PSDrawLowresBilinearRGBATonemap(VertData f_in) : TARGET
+{
+	float4 rgba = DrawLowresBilinear(f_in);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
+float4 PSDrawLowresBilinearRGBAMultiplyTonemap(VertData f_in) : TARGET
 {
-	return DrawLowresBilinear(v_in);
+	float4 rgba = DrawLowresBilinear(f_in);
+	rgba.rgb *= multiplier;
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
 }
 
-float4 PSDrawLowresBilinearRGBADivide(VertData v_in) : TARGET
+float4 PSDrawLowresBilinearRGBADivide(VertData f_in) : TARGET
 {
-	float4 rgba = DrawLowresBilinear(v_in);
+	float4 rgba = DrawLowresBilinear(f_in);
 	float alpha = rgba.a;
 	float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
 	return float4(rgba.rgb * multiplier, alpha);
@@ -70,16 +99,42 @@ technique Draw
 	pass
 	{
 		vertex_shader = VSDefault(v_in);
-		pixel_shader  = PSDrawLowresBilinearRGBA(v_in);
+		pixel_shader  = PSDrawLowresBilinearRGBA(f_in);
 	}
 }
 
-technique DrawAlphaDivide
+technique DrawMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLowresBilinearRGBAMultiply(f_in);
+	}
+}
+
+technique DrawTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLowresBilinearRGBATonemap(f_in);
+	}
+}
+
+technique DrawMultiplyTonemap
 {
 	pass
 	{
 		vertex_shader = VSDefault(v_in);
-		pixel_shader  = PSDrawLowresBilinearRGBADivide(v_in);
+		pixel_shader  = PSDrawLowresBilinearRGBAMultiplyTonemap(f_in);
 	}
 }
 
+technique DrawAlphaDivide
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLowresBilinearRGBADivide(f_in);
+	}
+}

+ 45 - 0
libobs/data/color.effect

@@ -0,0 +1,45 @@
+float srgb_linear_to_nonlinear_channel(float u)
+{
+	return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
+}
+
+float3 srgb_linear_to_nonlinear(float3 v)
+{
+	return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
+}
+
+float srgb_nonlinear_to_linear_channel(float u)
+{
+	return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
+}
+
+float3 srgb_nonlinear_to_linear(float3 v)
+{
+	return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
+}
+
+float3 rec709_to_rec2020(float3 v)
+{
+	float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
+	float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
+	float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
+	return float3(r, g, b);
+}
+
+float3 rec2020_to_rec709(float3 v)
+{
+	float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
+	float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
+	float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
+	return float3(r, g, b);
+}
+
+float reinhard_channel(float x)
+{
+	return x / (x + 1.0);
+}
+
+float3 reinhard(float3 rgb)
+{
+	return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
+}

+ 19 - 44
libobs/data/default.effect

@@ -1,3 +1,5 @@
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform texture2d image;
 uniform float multiplier;
@@ -34,26 +36,6 @@ float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
 	return float4(rgba.rgb * multiplier, alpha);
 }
 
-float srgb_linear_to_nonlinear_channel(float u)
-{
-	return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
-}
-
-float3 srgb_linear_to_nonlinear(float3 v)
-{
-	return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
-}
-
-float srgb_nonlinear_to_linear_channel(float u)
-{
-	return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
-}
-
-float3 srgb_nonlinear_to_linear(float3 v)
-{
-	return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
-}
-
 float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
 {
 	float4 rgba = image.Sample(def_sampler, vert_in.uv);
@@ -77,35 +59,19 @@ float4 PSDrawMultiply(VertInOut vert_in) : TARGET
 	return rgba;
 }
 
-float3 rec709_to_rec2020(float3 v)
-{
-	float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
-	float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
-	float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
-	return float3(r, g, b);
-}
-
-float3 rec2020_to_rec709(float3 v)
-{
-	float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
-	float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
-	float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
-	return float3(r, g, b);
-}
-
-float reinhard_channel(float x)
-{
-	return x / (x + 1.0);
-}
-
-float3 reinhard(float3 rgb)
+float4 PSDrawTonemap(VertInOut vert_in) : TARGET
 {
-	return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
+	float4 rgba = image.Sample(def_sampler, vert_in.uv);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
 }
 
-float4 PSDrawTonemap(VertInOut vert_in) : TARGET
+float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
 {
 	float4 rgba = image.Sample(def_sampler, vert_in.uv);
+	rgba.rgb *= multiplier;
 	rgba.rgb = rec709_to_rec2020(rgba.rgb);
 	rgba.rgb = reinhard(rgba.rgb);
 	rgba.rgb = rec2020_to_rec709(rgba.rgb);
@@ -165,3 +131,12 @@ technique DrawTonemap
 		pixel_shader  = PSDrawTonemap(vert_in);
 	}
 }
+
+technique DrawMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(vert_in);
+		pixel_shader  = PSDrawMultiplyTonemap(vert_in);
+	}
+}

+ 2 - 10
libobs/data/default_rect.effect

@@ -1,3 +1,5 @@
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform texture_rect image;
 
@@ -30,16 +32,6 @@ float4 PSDrawOpaque(VertInOut vert_in) : TARGET
 	return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
 }
 
-float srgb_nonlinear_to_linear_channel(float u)
-{
-	return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
-}
-
-float3 srgb_nonlinear_to_linear(float3 v)
-{
-	return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
-}
-
 float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
 {
 	float4 rgba = image.Sample(def_sampler, vert_in.uv);

+ 83 - 0
libobs/data/lanczos_scale.effect

@@ -4,11 +4,14 @@
  * there.
  */
 
+#include "color.effect"
+
 uniform float4x4 ViewProj;
 uniform texture2d image;
 uniform float2 base_dimension;
 uniform float2 base_dimension_i;
 uniform float undistort_factor = 1.0;
+uniform float multiplier;
 
 sampler_state textureSampler
 {
@@ -190,6 +193,32 @@ float4 PSDrawLanczosRGBA(FragData f_in, bool undistort) : TARGET
 	return DrawLanczos(f_in, undistort);
 }
 
+float4 PSDrawLanczosRGBAMultiply(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawLanczos(f_in, undistort);
+	rgba.rgb *= multiplier;
+	return rgba;
+}
+
+float4 PSDrawLanczosRGBATonemap(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawLanczos(f_in, undistort);
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
+float4 PSDrawLanczosRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
+{
+	float4 rgba = DrawLanczos(f_in, undistort);
+	rgba.rgb *= multiplier;
+	rgba.rgb = rec709_to_rec2020(rgba.rgb);
+	rgba.rgb = reinhard(rgba.rgb);
+	rgba.rgb = rec2020_to_rec709(rgba.rgb);
+	return rgba;
+}
+
 float4 PSDrawLanczosRGBADivide(FragData f_in) : TARGET
 {
 	float4 rgba = DrawLanczos(f_in, false);
@@ -207,6 +236,33 @@ technique Draw
 	}
 }
 
+technique DrawMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBAMultiply(f_in, false);
+	}
+}
+
+technique DrawTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBATonemap(f_in, false);
+	}
+}
+
+technique DrawMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBAMultiplyTonemap(f_in, false);
+	}
+}
+
 technique DrawAlphaDivide
 {
 	pass
@@ -224,3 +280,30 @@ technique DrawUndistort
 		pixel_shader  = PSDrawLanczosRGBA(f_in, true);
 	}
 }
+
+technique DrawUndistortMultiply
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBAMultiply(f_in, true);
+	}
+}
+
+technique DrawUndistortTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBATonemap(f_in, true);
+	}
+}
+
+technique DrawUndistortMultiplyTonemap
+{
+	pass
+	{
+		vertex_shader = VSDefault(v_in);
+		pixel_shader  = PSDrawLanczosRGBAMultiplyTonemap(f_in, true);
+	}
+}