core/colorpipeline: refactor tone mapping to be about dimming instead of addnig headroom
No functional change, just so that the logic is a bit easier to follow
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587afb3076
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eae1f51304
3 changed files with 21 additions and 16 deletions
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@ -37,7 +37,7 @@ ColorPipeline ColorPipeline::create(const ColorDescription &from, const ColorDes
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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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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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ret.addTonemapper(to.containerColorimetry(), to.referenceLuminance(), ret.currentOutputRange().max, maxOutputLuminance);
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}
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ret.addInverseTransferFunction(to.transferFunction());
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@ -240,7 +240,7 @@ static const QMatrix4x4 s_toICtCp = QMatrix4x4(
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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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void ColorPipeline::addTonemapper(const Colorimetry &containerColorimetry, double referenceLuminance, double maxInputLuminance, double maxOutputLuminance)
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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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@ -249,7 +249,7 @@ void ColorPipeline::addTonemapper(const Colorimetry &containerColorimetry, doubl
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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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.operation = ColorTonemapper(referenceLuminance, maxInputLuminance, maxOutputLuminance),
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.output = ValueRange{
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.min = currentOutputRange().min,
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.max = maxOutputLuminance,
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@ -335,23 +335,26 @@ ColorMultiplier::ColorMultiplier(double factor)
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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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ColorTonemapper::ColorTonemapper(double referenceLuminance, double maxInputLuminance, double maxOutputLuminance)
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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::min(m_inputRange, std::clamp(maxAddedHeadroom / outputRange, 1.0, maxAddedHeadroom));
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m_outputReferenceLuminance = referenceLuminance / m_addedRange;
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// how much range we need to at least decently present the content
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// 50% HDR headroom should be enough for the tone mapper to do a good enough job, without dimming the image too much
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const double minDecentRange = std::min(m_inputRange, 1.5);
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// if the output doesn't provide enough HDR headroom for the tone mapper to do a good job, dim the image to create some
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m_referenceDimming = 1.0 / std::clamp(outputRange / minDecentRange, 1.0, minDecentRange);
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m_outputReferenceLuminance = referenceLuminance * m_referenceDimming;
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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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const double low = std::min(luminance * m_referenceDimming, 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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@ -67,7 +67,7 @@ public:
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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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explicit ColorTonemapper(double referenceLuminance, double maxInputLuminance, double maxOutputLuminance);
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double map(double pqEncodedLuminance) const;
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bool operator==(const ColorTonemapper &) const = default;
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@ -77,7 +77,7 @@ public:
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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_referenceDimming;
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double m_outputReferenceLuminance;
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};
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@ -118,7 +118,7 @@ public:
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void addTransferFunction(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 addTonemapper(const Colorimetry &containerColorimetry, double referenceLuminance, double maxInputLuminance, double maxOutputLuminance, double maxAddedHeadroom);
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void addTonemapper(const Colorimetry &containerColorimetry, double referenceLuminance, double maxInputLuminance, double maxOutputLuminance);
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void add(const ColorOp &op);
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ValueRange inputRange;
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@ -114,14 +114,16 @@ vec3 doTonemapping(vec3 color) {
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vec3 ICtCp = toICtCp * lms_PQ;
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float luminance = singlePqToLinear(ICtCp.r) * 10000.0;
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// if the reference is too close to the maximum luminance, reduce it to get up to 50% headroom
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float inputRange = maxTonemappingLuminance / destinationReferenceLuminance;
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float outputRange = maxDestinationLuminance / destinationReferenceLuminance;
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float addedRange = min(inputRange, clamp(1.5 / outputRange, 1.0, 1.5));
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float outputReferenceLuminance = destinationReferenceLuminance / addedRange;
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// how much dynamic range we need to decently present the content
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float minDecentRange = min(inputRange, 1.5);
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// if the output doesn't provide enough HDR headroom for the tone mapper to do a good job, dim the image to create some
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float referenceDimming = 1.0 / clamp(outputRange / minDecentRange, 1.0, minDecentRange);
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float outputReferenceLuminance = destinationReferenceLuminance * referenceDimming;
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// keep it linear up to the reference luminance
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float low = min(luminance / addedRange, outputReferenceLuminance);
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float low = min(luminance * referenceDimming, outputReferenceLuminance);
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// and apply a nonlinear curve above, to reduce the luminance without completely removing differences
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float relativeHighlight = clamp((luminance / destinationReferenceLuminance - 1.0) / (inputRange - 1.0), 0.0, 1.0);
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const float e = 2.718281828459045;
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