d3dshader: Add sampling pixel shader for scRGB SRV

Shaders required for HDR capturing

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8227>
This commit is contained in:
Seungha Yang 2025-01-01 22:15:58 +09:00
parent 97a3bba629
commit 2ff7b5a5ab
6 changed files with 196 additions and 0 deletions

View 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)},
};

View 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

View file

@ -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

View file

@ -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

View 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"

View 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'],