{GST_D3D_PLUGIN_PS_COLOR, BUILD_SOURCE (PSMain_color)},
{GST_D3D_PLUGIN_PS_SAMPLE_PREMULT, BUILD_SOURCE (PSMain_sample_premul)},
{GST_D3D_PLUGIN_PS_SAMPLE, BUILD_SOURCE (PSMain_sample)},
+ {GST_D3D_PLUGIN_PS_SAMPLE_SCRGB_TONEMAP, BUILD_SOURCE (PSMain_sample_scrgb_tonemap)},
+ {GST_D3D_PLUGIN_PS_SAMPLE_SCRGB, BUILD_SOURCE (PSMain_sample_scrgb)},
{GST_D3D_PLUGIN_PS_SNOW, BUILD_SOURCE (PSMain_snow)},
};
GST_D3D_PLUGIN_PS_COLOR,
GST_D3D_PLUGIN_PS_SAMPLE_PREMULT,
GST_D3D_PLUGIN_PS_SAMPLE,
+ GST_D3D_PLUGIN_PS_SAMPLE_SCRGB_TONEMAP,
+ GST_D3D_PLUGIN_PS_SAMPLE_SCRGB,
GST_D3D_PLUGIN_PS_SNOW,
GST_D3D_PLUGIN_PS_LAST
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+Texture2D shaderTexture;
+SamplerState samplerState;
+
+cbuffer PsConstBuffer
+{
+ float sdr_white_level;
+};
+
+struct PS_INPUT
+{
+ float4 Position : SV_POSITION;
+ float2 Texture : TEXCOORD;
+};
+
+float srgb_encode (float val)
+{
+ if (val <= 0.0031308)
+ return 12.92 * val;
+ else
+ return 1.055 * pow (val, 1.0 / 2.4) - 0.055;
+}
+
+float4 ENTRY_POINT (PS_INPUT input): SV_TARGET
+{
+ float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;
+ sample.rgb = 80.0f / sdr_white_level * sample.rgb;
+ sample = saturate (sample);
+ sample.r = srgb_encode (sample.r);
+ sample.g = srgb_encode (sample.g);
+ sample.b = srgb_encode (sample.b);
+
+ return sample;
+}
+#else
+static const char str_PSMain_sample_scrgb[] =
+"Texture2D shaderTexture;\n"
+"SamplerState samplerState;\n"
+"\n"
+"cbuffer PsConstBuffer\n"
+"{\n"
+" float sdr_white_level;\n"
+"};\n"
+"\n"
+"struct PS_INPUT\n"
+"{\n"
+" float4 Position : SV_POSITION;\n"
+" float2 Texture : TEXCOORD;\n"
+"};\n"
+"\n"
+"float srgb_encode (float val)\n"
+"{\n"
+" if (val <= 0.0031308)\n"
+" return 12.92 * val;\n"
+" else\n"
+" return 1.055 * pow (val, 1.0 / 2.4) - 0.055;\n"
+"}\n"
+"\n"
+"float4 ENTRY_POINT (PS_INPUT input): SV_TARGET\n"
+"{\n"
+" float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;\n"
+" sample.rgb = 80.0f / sdr_white_level * sample.rgb;\n"
+" sample = saturate (sample);\n"
+" sample.r = srgb_encode (sample.r);\n"
+" sample.g = srgb_encode (sample.g);\n"
+" sample.b = srgb_encode (sample.b);\n"
+"\n"
+" return sample;\n"
+"}\n";
+#endif
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+Texture2D shaderTexture;
+SamplerState samplerState;
+
+cbuffer PsConstBuffer
+{
+ float sdr_white_level;
+};
+
+struct PS_INPUT
+{
+ float4 Position : SV_POSITION;
+ float2 Texture : TEXCOORD;
+};
+
+float srgb_encode (float val)
+{
+ if (val <= 0.0031308)
+ return 12.92 * val;
+ else
+ return 1.055 * pow (val, 1.0 / 2.4) - 0.055;
+}
+
+float4 ENTRY_POINT (PS_INPUT input): SV_TARGET
+{
+ float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;
+
+ sample.rgb = sample.rgb / sdr_white_level;
+ sample.r = sample.r / (1.0f + sample.r) * 80.f;
+ sample.g = sample.g / (1.0f + sample.g) * 80.f;
+ sample.b = sample.b / (1.0f + sample.b) * 80.f;
+
+ sample = saturate (sample);
+ sample.r = srgb_encode (sample.r);
+ sample.g = srgb_encode (sample.g);
+ sample.b = srgb_encode (sample.b);
+
+ return sample;
+}
+#else
+static const char str_PSMain_sample_scrgb_tonemap[] =
+"Texture2D shaderTexture;\n"
+"SamplerState samplerState;\n"
+"\n"
+"cbuffer PsConstBuffer\n"
+"{\n"
+" float sdr_white_level;\n"
+"};\n"
+"\n"
+"struct PS_INPUT\n"
+"{\n"
+" float4 Position : SV_POSITION;\n"
+" float2 Texture : TEXCOORD;\n"
+"};\n"
+"\n"
+"float srgb_encode (float val)\n"
+"{\n"
+" if (val <= 0.0031308)\n"
+" return 12.92 * val;\n"
+" else\n"
+" return 1.055 * pow (val, 1.0 / 2.4) - 0.055;\n"
+"}\n"
+"\n"
+"float4 ENTRY_POINT (PS_INPUT input): SV_TARGET\n"
+"{\n"
+" float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;\n"
+"\n"
+" sample.rgb = sample.rgb / sdr_white_level;\n"
+" sample.r = sample.r / (1.0f + sample.r) * 80.f;\n"
+" sample.g = sample.g / (1.0f + sample.g) * 80.f;\n"
+" sample.b = sample.b / (1.0f + sample.b) * 80.f;\n"
+"\n"
+" sample = saturate (sample);\n"
+" sample.r = srgb_encode (sample.r);\n"
+" sample.g = srgb_encode (sample.g);\n"
+" sample.b = srgb_encode (sample.b);\n"
+"\n"
+" return sample;\n"
+"}\n";
+#endif
#include "PSMain_color.hlsl"
#include "PSMain_sample_premul.hlsl"
#include "PSMain_sample.hlsl"
+#include "PSMain_sample_scrgb_tonemap.hlsl"
+#include "PSMain_sample_scrgb.hlsl"
#include "PSMain_snow.hlsl"
#include "VSMain_color.hlsl"
#include "VSMain_coord.hlsl"
['PSMain_color', 'ps'],
['PSMain_sample_premul', 'ps'],
['PSMain_sample', 'ps'],
+ ['PSMain_sample_scrgb_tonemap', 'ps'],
+ ['PSMain_sample_scrgb', 'ps'],
['PSMain_snow', 'ps'],
['VSMain_color', 'vs'],
['VSMain_coord', 'vs'],