feat(render3d): HDR10 output, and DLSS that stays still
HDR output: an HDR10 swapchain (A2B10G10R10, ST 2084 over BT.2020) when the setting asks and the display offers it, with HDR metadata. The tonemap's HDR10 variant keeps the SDR picture up to a 200-nit paper white and rolls highlights on to 1000 nits; the overlay's converts the interface to the same white. The screen and LDR images go 10-bit with it; screenshots refuse while it is on. OpenGL and the Vulkan SDR frame are unchanged. The instance asks for VK_EXT_swapchain_colorspace. HDR metadata only where the loader has vkSetHdrMetadataEXT: Streamline's interposer does not, and calling the thunk crashed the game the moment the swapchain came up HDR10. PC 4K monitor: HDR10, validation 0. R3D_HDR overrides the setting. DLSS: - the vertical jitter offset flips with Streamline's image (rows from the top): unflipped, Quality resolved the ground into concentric rings; - preset K in every mode: the default M put Performance at 18 ms a frame at 4K on an RTX 3070 Ti (33 fps against 41 with DLSS off; with K, 60); - the camera is jittered only while this frame holds a token and the last evaluate worked. R3D_DLSS_PRESET, R3D_CAM_LOG (the camera and DLSS state a frame) and R3D_NOGRAIN for measuring. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
0224af64ab
commit
6525c11b3c
16 changed files with 273 additions and 29 deletions
|
|
@ -21,6 +21,19 @@ vec3 aces(vec3 x) {
|
|||
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
|
||||
}
|
||||
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
|
||||
#ifdef HDR10
|
||||
// HDR10 output: nits in BT.2020 primaries, encoded with the SMPTE ST 2084 (PQ) curve
|
||||
const float HDR_PAPER = 200.0; // nits the SDR picture's white sits at
|
||||
const float HDR_PEAK = 1000.0; // nits the brightest highlight rolls on to
|
||||
vec3 bt709_to_2020(vec3 c) {
|
||||
return mat3(0.6274, 0.0691, 0.0164, 0.3293, 0.9195, 0.0880, 0.0433, 0.0114, 0.8956) * c;
|
||||
}
|
||||
vec3 pq_encode(vec3 nits) {
|
||||
const float m1 = 0.1593017578125, m2 = 78.84375, c1 = 0.8359375, c2 = 18.8515625, c3 = 18.6875;
|
||||
vec3 yp = pow(clamp(nits / 10000.0, 0.0, 1.0), vec3(m1));
|
||||
return pow((c1 + c2 * yp) / (1.0 + c3 * yp), vec3(m2));
|
||||
}
|
||||
#endif
|
||||
void main() {
|
||||
vec3 hdr = sane(texture(u_hdr, v_uv).rgb);
|
||||
vec4 gi = texture(u_ao, v_uv);
|
||||
|
|
@ -34,14 +47,25 @@ void main() {
|
|||
// filmic contrast around mid grey in log space
|
||||
c = max(c, vec3(0.0));
|
||||
c = pow(c / 0.18, vec3(u_contrast)) * 0.18;
|
||||
vec3 pre = c; // what ACES is about to roll off, kept for HDR highlights
|
||||
c = aces(c);
|
||||
// lift / gain grade in display space
|
||||
c = c * u_gain + u_lift * (1.0 - c);
|
||||
float lum = dot(c, vec3(0.2126, 0.7152, 0.0722));
|
||||
c = mix(vec3(lum), c, u_saturation);
|
||||
vec2 q = v_uv * 2.0 - 1.0;
|
||||
c *= 1.0 - u_vignette * dot(q, q) * 0.5;
|
||||
float vig = 1.0 - u_vignette * dot(q, q) * 0.5;
|
||||
c *= vig;
|
||||
#ifdef HDR10
|
||||
// up to paper white the SDR picture as it is; past it, what ACES clipped runs on to the peak
|
||||
vec3 hi = max(pre - 1.0, vec3(0.0));
|
||||
vec3 nits = (c + hi / (hi + 1.0) * (HDR_PEAK / HDR_PAPER - 1.0) * vig) * HDR_PAPER;
|
||||
vec3 e = pq_encode(bt709_to_2020(nits));
|
||||
e += (hash(gl_FragCoord.xy) - 0.5) / 1023.0;
|
||||
o_color = vec4(e, 1.0);
|
||||
#else
|
||||
c = pow(c, vec3(1.0 / 2.2));
|
||||
c += (hash(gl_FragCoord.xy) - 0.5) / 255.0;
|
||||
o_color = vec4(c, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue