implement a proper tone mapping algorithm
Instead of just clipping when HDR content is brighter than the maximum luminance the screen can show, when HDR metadata indicates this could happen, KWin now - converts the rgb colors to ICtCp, to split luminance and color - applies a tone mapping curve that maps the intensity component from - [0, reference] to [0, newReference] linearly - [reference, max content luminance] to [newReference, max display luminance] nonlinearly - converts the resulting ICtCp color back to rgb The result is that HDR content looks much, much better on SDR displays, at least when decent HDR metadata is provided. As wrong metadata could cause this tone mapping to wrongly kick in in games for example, the environment variable KWIN_DISABLE_TONEMAPPING is provided to disable tone mapping and fall back to clipping again instead.
This commit is contained in:
parent
e03fb08bcc
commit
c3c3f56e98
8 changed files with 196 additions and 6 deletions
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@ -127,7 +127,8 @@ LegacyLutColorOp::LegacyLutColorOp(DrmAbstractColorOp *next, DrmProperty *prop,
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bool LegacyLutColorOp::canBeUsedFor(const ColorOp &op)
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bool LegacyLutColorOp::canBeUsedFor(const ColorOp &op)
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{
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{
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if (std::holds_alternative<ColorTransferFunction>(op.operation) || std::holds_alternative<InverseColorTransferFunction>(op.operation)) {
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if (std::holds_alternative<ColorTransferFunction>(op.operation) || std::holds_alternative<InverseColorTransferFunction>(op.operation)
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|| std::holds_alternative<ColorTonemapper>(op.operation)) {
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// the required resolution depends heavily on the function and on the input and output ranges / multipliers
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// the required resolution depends heavily on the function and on the input and output ranges / multipliers
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// but this is good enough for now
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// but this is good enough for now
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return m_maxSize >= 1024;
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return m_maxSize >= 1024;
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@ -150,6 +151,8 @@ void LegacyLutColorOp::program(DrmAtomicCommit *commit, std::span<const ColorOp>
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output = tf->tf.nitsToEncoded(output);
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output = tf->tf.nitsToEncoded(output);
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} else if (auto mult = std::get_if<ColorMultiplier>(&op.operation)) {
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} else if (auto mult = std::get_if<ColorMultiplier>(&op.operation)) {
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output *= mult->factors;
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output *= mult->factors;
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} else if (auto tonemap = std::get_if<ColorTonemapper>(&op.operation)) {
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output.setX(tonemap->map(output.x()));
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} else {
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} else {
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Q_UNREACHABLE();
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Q_UNREACHABLE();
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}
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}
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@ -8,6 +8,8 @@
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*/
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*/
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#include "colorpipeline.h"
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#include "colorpipeline.h"
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#include <numbers>
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namespace KWin
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namespace KWin
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{
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{
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@ -19,9 +21,12 @@ ValueRange ValueRange::operator*(double mult) const
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};
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};
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}
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}
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static bool s_disableTonemapping = qEnvironmentVariableIntValue("KWIN_DISABLE_TONEMAPPING") == 1;
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ColorPipeline ColorPipeline::create(const ColorDescription &from, const ColorDescription &to, RenderingIntent intent)
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ColorPipeline ColorPipeline::create(const ColorDescription &from, const ColorDescription &to, RenderingIntent intent)
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{
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{
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const auto range1 = ValueRange(from.minLuminance(), from.maxHdrLuminance().value_or(from.referenceLuminance()));
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const auto range1 = ValueRange(from.minLuminance(), from.maxHdrLuminance().value_or(from.referenceLuminance()));
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const double maxOutputLuminance = to.maxHdrLuminance().value_or(to.referenceLuminance());
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ColorPipeline ret(ValueRange{
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ColorPipeline ret(ValueRange{
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.min = from.transferFunction().nitsToEncoded(range1.min),
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.min = from.transferFunction().nitsToEncoded(range1.min),
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.max = from.transferFunction().nitsToEncoded(range1.max),
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.max = from.transferFunction().nitsToEncoded(range1.max),
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@ -31,6 +36,9 @@ ColorPipeline ColorPipeline::create(const ColorDescription &from, const ColorDes
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// FIXME this assumes that the range stays the same with matrix multiplication
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// FIXME this assumes that the range stays the same with matrix multiplication
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// that's not necessarily true, and figuring out the actual range could be complicated..
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// that's not necessarily true, and figuring out the actual range could be complicated..
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ret.addMatrix(from.toOther(to, intent), ret.currentOutputRange() * (to.referenceLuminance() / from.referenceLuminance()));
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ret.addMatrix(from.toOther(to, intent), ret.currentOutputRange() * (to.referenceLuminance() / from.referenceLuminance()));
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if (!s_disableTonemapping && ret.currentOutputRange().max > maxOutputLuminance * 1.01 && intent == RenderingIntent::Perceptual) {
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ret.addTonemapper(to.containerColorimetry(), to.referenceLuminance(), ret.currentOutputRange().max, maxOutputLuminance, 1.5);
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}
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ret.addInverseTransferFunction(to.transferFunction());
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ret.addInverseTransferFunction(to.transferFunction());
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return ret;
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return ret;
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@ -225,6 +233,34 @@ void ColorPipeline::addMatrix(const QMatrix4x4 &mat, const ValueRange &output)
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});
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});
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}
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}
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static const QMatrix4x4 s_toICtCp = QMatrix4x4(
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2048.0 / 4096.0, 2048.0 / 4096.0, 0.0, 0.0,
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6610.0 / 4096.0, -13613.0 / 4096.0, 7003.0 / 4096.0, 0.0,
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17933.0 / 4096.0, -17390.0 / 4096.0, -543.0 / 4096.0, 0.0,
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0.0, 0.0, 0.0, 1.0).transposed();
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static const QMatrix4x4 s_fromICtCp = s_toICtCp.inverted();
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void ColorPipeline::addTonemapper(const Colorimetry &containerColorimetry, double referenceLuminance, double maxInputLuminance, double maxOutputLuminance, double maxAddedHeadroom)
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{
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// convert from rgb to ICtCp
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addMatrix(containerColorimetry.toLMS(), currentOutputRange());
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addTransferFunction(TransferFunction(TransferFunction::PerceptualQuantizer));
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addMatrix(s_toICtCp, currentOutputRange());
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// apply the tone mapping to the intensity component
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ops.push_back(ColorOp{
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.input = currentOutputRange(),
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.operation = ColorTonemapper(referenceLuminance, maxInputLuminance, maxOutputLuminance, maxAddedHeadroom),
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.output = ValueRange {
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.min = currentOutputRange().min,
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.max = maxOutputLuminance,
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},
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});
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// convert back to rgb
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addMatrix(s_fromICtCp, currentOutputRange());
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addInverseTransferFunction(TransferFunction(TransferFunction::PerceptualQuantizer));
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addMatrix(containerColorimetry.fromLMS(), currentOutputRange());
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}
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bool ColorPipeline::isIdentity() const
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bool ColorPipeline::isIdentity() const
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{
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{
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return ops.empty();
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return ops.empty();
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@ -240,6 +276,8 @@ void ColorPipeline::add(const ColorOp &op)
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addTransferFunction(tf->tf);
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addTransferFunction(tf->tf);
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} else if (const auto tf = std::get_if<InverseColorTransferFunction>(&op.operation)) {
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} else if (const auto tf = std::get_if<InverseColorTransferFunction>(&op.operation)) {
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addInverseTransferFunction(tf->tf);
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addInverseTransferFunction(tf->tf);
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} else {
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ops.push_back(op);
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}
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}
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}
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}
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@ -265,6 +303,8 @@ QVector3D ColorPipeline::evaluate(const QVector3D &input) const
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ret = tf->tf.encodedToNits(ret);
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ret = tf->tf.encodedToNits(ret);
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} else if (const auto tf = std::get_if<InverseColorTransferFunction>(&op.operation)) {
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} else if (const auto tf = std::get_if<InverseColorTransferFunction>(&op.operation)) {
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ret = tf->tf.nitsToEncoded(ret);
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ret = tf->tf.nitsToEncoded(ret);
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} else if (const auto tonemap = std::get_if<ColorTonemapper>(&op.operation)) {
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ret.setX(tonemap->map(ret.x()));
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}
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}
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}
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}
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return ret;
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return ret;
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@ -294,6 +334,29 @@ ColorMultiplier::ColorMultiplier(double factor)
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: factors(factor, factor, factor)
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: factors(factor, factor, factor)
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{
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{
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}
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}
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ColorTonemapper::ColorTonemapper(double referenceLuminance, double maxInputLuminance, double maxOutputLuminance, double maxAddedHeadroom)
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: m_inputReferenceLuminance(referenceLuminance)
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, m_maxInputLuminance(maxInputLuminance)
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, m_maxOutputLuminance(maxOutputLuminance)
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{
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m_inputRange = maxInputLuminance / referenceLuminance;
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const double outputRange = maxOutputLuminance / referenceLuminance;
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// = how much dynamic range this algorithm adds, by reducing the reference luminance
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m_addedRange = std::clamp(m_inputRange / outputRange, 1.0, maxAddedHeadroom);
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m_outputReferenceLuminance = referenceLuminance / m_addedRange;
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}
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double ColorTonemapper::map(double pqEncodedLuminance) const
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{
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const double luminance = TransferFunction(TransferFunction::PerceptualQuantizer).encodedToNits(pqEncodedLuminance);
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// keep things linear up to the reference luminance
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const double low = std::min(luminance / m_addedRange, m_outputReferenceLuminance);
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// and apply a nonlinear curve above, to reduce the luminance without completely removing differences
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const double relativeHighlight = std::clamp((luminance / m_inputReferenceLuminance - 1.0) / (m_inputRange - 1.0), 0.0, 1.0);
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const double high = std::log(relativeHighlight * (std::numbers::e - 1) + 1) * (m_maxOutputLuminance - m_outputReferenceLuminance);
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return TransferFunction(TransferFunction::PerceptualQuantizer).nitsToEncoded(low + high);
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}
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}
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}
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QDebug operator<<(QDebug debug, const KWin::ColorPipeline &pipeline)
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QDebug operator<<(QDebug debug, const KWin::ColorPipeline &pipeline)
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@ -308,6 +371,8 @@ QDebug operator<<(QDebug debug, const KWin::ColorPipeline &pipeline)
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debug << mat->mat;
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debug << mat->mat;
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} else if (auto mult = std::get_if<KWin::ColorMultiplier>(&op.operation)) {
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} else if (auto mult = std::get_if<KWin::ColorMultiplier>(&op.operation)) {
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debug << mult->factors;
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debug << mult->factors;
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} else if (auto tonemap = std::get_if<KWin::ColorTonemapper>(&op.operation)) {
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debug << "tonemapper(" << tonemap->m_inputReferenceLuminance << tonemap->m_maxInputLuminance << tonemap->m_maxOutputLuminance << ")";
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}
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}
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}
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}
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debug << ")";
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debug << ")";
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@ -64,11 +64,28 @@ public:
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QVector3D factors;
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QVector3D factors;
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};
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};
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class KWIN_EXPORT ColorTonemapper
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{
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public:
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explicit ColorTonemapper(double referenceLuminance, double maxInputLuminance, double maxOutputLuminance, double maxAddedHeadroom);
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double map(double pqEncodedLuminance) const;
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bool operator==(const ColorTonemapper &) const = default;
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double m_inputReferenceLuminance;
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double m_maxInputLuminance;
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double m_maxOutputLuminance;
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private:
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double m_inputRange;
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double m_addedRange;
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double m_outputReferenceLuminance;
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};
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class KWIN_EXPORT ColorOp
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class KWIN_EXPORT ColorOp
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{
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{
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public:
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public:
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ValueRange input;
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ValueRange input;
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std::variant<ColorTransferFunction, InverseColorTransferFunction, ColorMatrix, ColorMultiplier> operation;
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std::variant<ColorTransferFunction, InverseColorTransferFunction, ColorMatrix, ColorMultiplier, ColorTonemapper> operation;
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ValueRange output;
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ValueRange output;
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bool operator==(const ColorOp &) const = default;
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bool operator==(const ColorOp &) const = default;
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void addTransferFunction(TransferFunction tf);
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void addTransferFunction(TransferFunction tf);
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void addInverseTransferFunction(TransferFunction tf);
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void addInverseTransferFunction(TransferFunction tf);
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void addMatrix(const QMatrix4x4 &mat, const ValueRange &output);
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void addMatrix(const QMatrix4x4 &mat, const ValueRange &output);
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void addTonemapper(const Colorimetry &containerColorimetry, double referenceLuminance, double maxInputLuminance, double maxOutputLuminance, double maxAddedHeadroom);
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void add(const ColorOp &op);
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void add(const ColorOp &op);
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ValueRange inputRange;
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ValueRange inputRange;
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return m_fromXYZ;
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return m_fromXYZ;
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}
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}
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// converts from XYZ to LMS suitable for ICtCp
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static const QMatrix4x4 s_xyzToDolbyLMS = []() {
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QMatrix4x4 ret;
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ret(0, 0) = 0.3593;
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ret(0, 1) = 0.6976;
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ret(0, 2) = -0.0359;
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ret(1, 0) = -0.1921;
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ret(1, 1) = 1.1005;
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ret(1, 2) = 0.0754;
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ret(2, 0) = 0.0071;
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ret(2, 1) = 0.0748;
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ret(2, 2) = 0.8433;
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return ret;
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}();
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static const QMatrix4x4 s_inverseDolbyLMS = s_xyzToDolbyLMS.inverted();
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QMatrix4x4 Colorimetry::toLMS() const
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{
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return s_xyzToDolbyLMS * m_toXYZ;
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}
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QMatrix4x4 Colorimetry::fromLMS() const
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{
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return m_fromXYZ * s_inverseDolbyLMS;
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}
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Colorimetry Colorimetry::adaptedTo(QVector2D newWhitepoint) const
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Colorimetry Colorimetry::adaptedTo(QVector2D newWhitepoint) const
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{
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{
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const auto mat = chromaticAdaptationMatrix(this->white(), newWhitepoint);
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const auto mat = chromaticAdaptationMatrix(this->white(), newWhitepoint);
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* @returns a matrix that transforms from the XYZ representation to the linear RGB representation of colors in this colorimetry
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* @returns a matrix that transforms from the XYZ representation to the linear RGB representation of colors in this colorimetry
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*/
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*/
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const QMatrix4x4 &fromXYZ() const;
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const QMatrix4x4 &fromXYZ() const;
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QMatrix4x4 toLMS() const;
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QMatrix4x4 fromLMS() const;
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bool operator==(const Colorimetry &other) const;
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bool operator==(const Colorimetry &other) const;
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bool operator==(NamedColorimetry name) const;
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bool operator==(NamedColorimetry name) const;
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/**
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/**
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// in nits
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// in nits
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uniform float sourceReferenceLuminance;
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uniform float sourceReferenceLuminance;
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uniform float maxTonemappingLuminance;
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uniform float destinationReferenceLuminance;
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uniform float destinationReferenceLuminance;
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uniform float maxDestinationLuminance;
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uniform float maxDestinationLuminance;
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uniform mat4 destinationToLMS;
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uniform mat4 lmsToDestination;
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vec3 linearToPq(vec3 linear) {
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vec3 linearToPq(vec3 linear) {
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const float c1 = 0.8359375;
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const float c1 = 0.8359375;
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const float c2 = 18.8515625;
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const float c2 = 18.8515625;
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vec3 den = c2 - c3 * powed;
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vec3 den = c2 - c3 * powed;
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return pow(num / den, vec3(m1_inv));
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return pow(num / den, vec3(m1_inv));
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}
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}
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float singleLinearToPq(float linear) {
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const float c1 = 0.8359375;
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const float c2 = 18.8515625;
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const float c3 = 18.6875;
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const float m1 = 0.1593017578125;
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const float m2 = 78.84375;
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float powed = pow(clamp(linear, 0.0, 1.0), m1);
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float num = c1 + c2 * powed;
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float denum = 1.0 + c3 * powed;
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return pow(num / denum, m2);
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}
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float singlePqToLinear(float pq) {
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const float c1 = 0.8359375;
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const float c2 = 18.8515625;
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const float c3 = 18.6875;
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const float m1_inv = 1.0 / 0.1593017578125;
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const float m2_inv = 1.0 / 78.84375;
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float powed = pow(clamp(pq, 0.0, 1.0), m2_inv);
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float num = max(powed - c1, 0.0);
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float den = c2 - c3 * powed;
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return pow(num / den, m1_inv);
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}
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vec3 srgbToLinear(vec3 color) {
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vec3 srgbToLinear(vec3 color) {
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bvec3 isLow = lessThanEqual(color, vec3(0.04045f));
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bvec3 isLow = lessThanEqual(color, vec3(0.04045f));
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vec3 loPart = color / 12.92f;
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vec3 loPart = color / 12.92f;
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@ -68,9 +94,43 @@ vec3 linearToSrgb(vec3 color) {
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#endif
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#endif
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}
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}
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vec3 doTonemapping(vec3 color, float maxBrightness) {
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const mat3 toICtCp = transpose(mat3(
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// TODO do something better here
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2048.0 / 4096.0, 2048.0 / 4096.0, 0.0,
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return clamp(color.rgb, vec3(0.0), vec3(maxBrightness));
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6610.0 / 4096.0, -13613.0 / 4096.0, 7003.0 / 4096.0,
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17933.0 / 4096.0, -17390.0 / 4096.0, -543.0 / 4096.0
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));
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const mat3 fromICtCp = inverse(toICtCp);
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|
||||||
|
vec3 doTonemapping(vec3 color) {
|
||||||
|
if (maxTonemappingLuminance < maxDestinationLuminance * 1.01) {
|
||||||
|
// clipping is enough
|
||||||
|
return clamp(color.rgb, vec3(0.0), vec3(maxDestinationLuminance));
|
||||||
|
}
|
||||||
|
|
||||||
|
// first, convert to ICtCp, to properly split luminance and color
|
||||||
|
// intensity is PQ-encoded luminance
|
||||||
|
vec3 lms = (destinationToLMS * vec4(color, 1.0)).rgb;
|
||||||
|
vec3 lms_PQ = linearToPq(lms / 10000.0);
|
||||||
|
vec3 ICtCp = toICtCp * lms_PQ;
|
||||||
|
float luminance = singlePqToLinear(ICtCp.r) * 10000.0;
|
||||||
|
|
||||||
|
// if the reference is too close to the maximum luminance, reduce it to get up to 50% headroom
|
||||||
|
float inputRange = maxTonemappingLuminance / destinationReferenceLuminance;
|
||||||
|
float outputRange = maxDestinationLuminance / destinationReferenceLuminance;
|
||||||
|
float addedRange = min(inputRange / outputRange, 1.5);
|
||||||
|
float outputReferenceLuminance = destinationReferenceLuminance / addedRange;
|
||||||
|
|
||||||
|
// keep it linear up to the reference luminance
|
||||||
|
float low = min(luminance / addedRange, outputReferenceLuminance);
|
||||||
|
// and apply a nonlinear curve above, to reduce the luminance without completely removing differences
|
||||||
|
float relativeHighlight = clamp((luminance / destinationReferenceLuminance - 1.0) / (inputRange - 1.0), 0.0, 1.0);
|
||||||
|
const float e = 2.718281828459045;
|
||||||
|
float high = log(relativeHighlight * (e - 1.0) + 1.0) * (maxDestinationLuminance - outputReferenceLuminance);
|
||||||
|
luminance = low + high;
|
||||||
|
|
||||||
|
// last, convert back to rgb
|
||||||
|
ICtCp.r = singleLinearToPq(luminance / 10000.0);
|
||||||
|
return (lmsToDestination * vec4(pqToLinear(fromICtCp * ICtCp), 1.0)).rgb * 10000.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 encodingToNits(vec4 color, int sourceTransferFunction, float luminanceOffset, float luminanceScale) {
|
vec4 encodingToNits(vec4 color, int sourceTransferFunction, float luminanceOffset, float luminanceScale) {
|
||||||
|
@ -95,7 +155,7 @@ vec4 encodingToNits(vec4 color, int sourceTransferFunction, float luminanceOffse
|
||||||
vec4 sourceEncodingToNitsInDestinationColorspace(vec4 color) {
|
vec4 sourceEncodingToNitsInDestinationColorspace(vec4 color) {
|
||||||
color = encodingToNits(color, sourceNamedTransferFunction, sourceTransferFunctionParams.x, sourceTransferFunctionParams.y);
|
color = encodingToNits(color, sourceNamedTransferFunction, sourceTransferFunctionParams.x, sourceTransferFunctionParams.y);
|
||||||
color.rgb = (colorimetryTransform * vec4(color.rgb, 1.0)).rgb;
|
color.rgb = (colorimetryTransform * vec4(color.rgb, 1.0)).rgb;
|
||||||
return vec4(doTonemapping(color.rgb, maxDestinationLuminance), color.a);
|
return vec4(doTonemapping(color.rgb), color.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 nitsToEncoding(vec4 color, int destinationTransferFunction, float luminanceOffset, float luminanceScale) {
|
vec4 nitsToEncoding(vec4 color, int destinationTransferFunction, float luminanceOffset, float luminanceScale) {
|
||||||
|
|
|
@ -217,6 +217,8 @@ void GLShader::resolveLocations()
|
||||||
m_matrix4Locations[Mat4Uniform::WindowTransformation] = uniformLocation("windowTransformation");
|
m_matrix4Locations[Mat4Uniform::WindowTransformation] = uniformLocation("windowTransformation");
|
||||||
m_matrix4Locations[Mat4Uniform::ScreenTransformation] = uniformLocation("screenTransformation");
|
m_matrix4Locations[Mat4Uniform::ScreenTransformation] = uniformLocation("screenTransformation");
|
||||||
m_matrix4Locations[Mat4Uniform::ColorimetryTransformation] = uniformLocation("colorimetryTransform");
|
m_matrix4Locations[Mat4Uniform::ColorimetryTransformation] = uniformLocation("colorimetryTransform");
|
||||||
|
m_matrix4Locations[Mat4Uniform::DestinationToLMS] = uniformLocation("destinationToLMS");
|
||||||
|
m_matrix4Locations[Mat4Uniform::LMSToDestination] = uniformLocation("lmsToDestination");
|
||||||
|
|
||||||
m_vec2Locations[Vec2Uniform::Offset] = uniformLocation("offset");
|
m_vec2Locations[Vec2Uniform::Offset] = uniformLocation("offset");
|
||||||
m_vec2Locations[Vec2Uniform::SourceTransferFunctionParams] = uniformLocation("sourceTransferFunctionParams");
|
m_vec2Locations[Vec2Uniform::SourceTransferFunctionParams] = uniformLocation("sourceTransferFunctionParams");
|
||||||
|
@ -230,6 +232,7 @@ void GLShader::resolveLocations()
|
||||||
m_floatLocations[FloatUniform::MaxDestinationLuminance] = uniformLocation("maxDestinationLuminance");
|
m_floatLocations[FloatUniform::MaxDestinationLuminance] = uniformLocation("maxDestinationLuminance");
|
||||||
m_floatLocations[FloatUniform::SourceReferenceLuminance] = uniformLocation("sourceReferenceLuminance");
|
m_floatLocations[FloatUniform::SourceReferenceLuminance] = uniformLocation("sourceReferenceLuminance");
|
||||||
m_floatLocations[FloatUniform::DestinationReferenceLuminance] = uniformLocation("destinationReferenceLuminance");
|
m_floatLocations[FloatUniform::DestinationReferenceLuminance] = uniformLocation("destinationReferenceLuminance");
|
||||||
|
m_floatLocations[FloatUniform::MaxTonemappingLuminance] = uniformLocation("maxTonemappingLuminance");
|
||||||
|
|
||||||
m_colorLocations[ColorUniform::Color] = uniformLocation("geometryColor");
|
m_colorLocations[ColorUniform::Color] = uniformLocation("geometryColor");
|
||||||
|
|
||||||
|
@ -469,6 +472,8 @@ QMatrix4x4 GLShader::getUniformMatrix4x4(const char *name)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static bool s_disableTonemapping = qEnvironmentVariableIntValue("KWIN_DISABLE_TONEMAPPING") == 1;
|
||||||
|
|
||||||
void GLShader::setColorspaceUniforms(const ColorDescription &src, const ColorDescription &dst, RenderingIntent intent)
|
void GLShader::setColorspaceUniforms(const ColorDescription &src, const ColorDescription &dst, RenderingIntent intent)
|
||||||
{
|
{
|
||||||
setUniform(Mat4Uniform::ColorimetryTransformation, src.toOther(dst, intent));
|
setUniform(Mat4Uniform::ColorimetryTransformation, src.toOther(dst, intent));
|
||||||
|
@ -479,5 +484,12 @@ void GLShader::setColorspaceUniforms(const ColorDescription &src, const ColorDes
|
||||||
setUniform(Vec2Uniform::DestinationTransferFunctionParams, QVector2D(dst.transferFunction().minLuminance, dst.transferFunction().maxLuminance - dst.transferFunction().minLuminance));
|
setUniform(Vec2Uniform::DestinationTransferFunctionParams, QVector2D(dst.transferFunction().minLuminance, dst.transferFunction().maxLuminance - dst.transferFunction().minLuminance));
|
||||||
setUniform(FloatUniform::DestinationReferenceLuminance, dst.referenceLuminance());
|
setUniform(FloatUniform::DestinationReferenceLuminance, dst.referenceLuminance());
|
||||||
setUniform(FloatUniform::MaxDestinationLuminance, dst.maxHdrLuminance().value_or(10'000));
|
setUniform(FloatUniform::MaxDestinationLuminance, dst.maxHdrLuminance().value_or(10'000));
|
||||||
|
if (!s_disableTonemapping && intent == RenderingIntent::Perceptual) {
|
||||||
|
setUniform(FloatUniform::MaxTonemappingLuminance, src.maxHdrLuminance().value_or(src.referenceLuminance()) * dst.referenceLuminance() / src.referenceLuminance());
|
||||||
|
} else {
|
||||||
|
setUniform(FloatUniform::MaxTonemappingLuminance, dst.referenceLuminance());
|
||||||
|
}
|
||||||
|
setUniform(Mat4Uniform::DestinationToLMS, dst.containerColorimetry().toLMS());
|
||||||
|
setUniform(Mat4Uniform::LMSToDestination, dst.containerColorimetry().fromLMS());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -85,6 +85,8 @@ public:
|
||||||
WindowTransformation,
|
WindowTransformation,
|
||||||
ScreenTransformation,
|
ScreenTransformation,
|
||||||
ColorimetryTransformation,
|
ColorimetryTransformation,
|
||||||
|
DestinationToLMS,
|
||||||
|
LMSToDestination,
|
||||||
MatrixCount
|
MatrixCount
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -109,6 +111,7 @@ public:
|
||||||
MaxDestinationLuminance,
|
MaxDestinationLuminance,
|
||||||
SourceReferenceLuminance,
|
SourceReferenceLuminance,
|
||||||
DestinationReferenceLuminance,
|
DestinationReferenceLuminance,
|
||||||
|
MaxTonemappingLuminance,
|
||||||
FloatUniformCount
|
FloatUniformCount
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue