d3dshader: Add sampling pixel shader for scRGB SRV
authorSeungha Yang <seungha@centricular.com>
Wed, 1 Jan 2025 13:15:58 +0000 (22:15 +0900)
committerSeungha Yang <seungha@centricular.com>
Wed, 1 Jan 2025 20:57:38 +0000 (05:57 +0900)
Shaders required for HDR capturing

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8227>

subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/gstd3dshadercache.cpp
subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/gstd3dshadercache.h
subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb.hlsl [new file with mode: 0644]
subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb_tonemap.hlsl [new file with mode: 0644]
subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/hlsl.h
subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/meson.build

index c9e1e4cd1d1f55dcf036167b31273910e1b25a72..ef9eeefc20a0c7f12ac74d84bc3e76bbc3d21694 100644 (file)
@@ -75,6 +75,8 @@ static const ShaderItem g_ps_map[] = {
   {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)},
 };
 
index 3bf6d884f11e4e86978545a30ad0358bc5683e8c..8601183974a30148e4de63df38440d8ec196cfe2 100644 (file)
@@ -35,6 +35,8 @@ typedef enum
   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
diff --git a/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb.hlsl b/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb.hlsl
new file mode 100644 (file)
index 0000000..9d8b9ad
--- /dev/null
@@ -0,0 +1,89 @@
+/* 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
diff --git a/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb_tonemap.hlsl b/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_sample_scrgb_tonemap.hlsl
new file mode 100644 (file)
index 0000000..0cd5b59
--- /dev/null
@@ -0,0 +1,99 @@
+/* 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
index 5b4783d9b53dd0ff880569826401508e40229a9a..acb9c7fce07d8779631c135400943f6ac268adeb 100644 (file)
@@ -26,6 +26,8 @@
 #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"
index 028790dd67c021da4c9bd986a8d49901a1b16fb6..33f69b3015db9542a77c61bfcc3fc890d4df22df 100644 (file)
@@ -6,6 +6,8 @@ hlsl_sources = [
   ['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'],