155 lines
5.7 KiB
HLSL
155 lines
5.7 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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//------------------------------------------------------------------------------
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//------------------------------------------------------------------------------
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// !!!
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// FidelityFX Super Resolution - Common
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// This header should be included after ffx_a.ush
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// !!!
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// =====================================================================================
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//
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// EOTF Conversions
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//
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// =====================================================================================
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// FSR output device definitions : matching EFSR_OutputDevice enum in PostProcessFSR.cpp
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#define FSR_SRGB 0
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#define FSR_LINEAR 1
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#define FSR_ST2084 2
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#define FSR_scRGB 3
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#define MAX_ODT_NITS_ENUM 0
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#define CONVERT_TO_OUTPUT_DEVICE 0
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#include "/Engine/Private/ACES/ACESCommon.ush"
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#include "/Engine/Private/GammaCorrectionCommon.ush"
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float4 LinearToGamma2(float4 Color) { return sqrt(Color); }
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float3 LinearToGamma2(float3 Color) { return sqrt(Color); }
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float2 LinearToGamma2(float2 Color) { return sqrt(Color); }
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float LinearToGamma2(float Color) { return sqrt(Color); }
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float4 Gamma2ToLinear(float4 Color) { return Color * Color; }
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float3 Gamma2ToLinear(float3 Color) { return Color * Color; }
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float2 Gamma2ToLinear(float2 Color) { return Color * Color; }
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float Gamma2ToLinear(float Color) { return Color * Color; }
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#if ENABLE_FP16
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AH4 LinearToGamma2(AH4 Color) { return sqrt(Color); }
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AH3 LinearToGamma2(AH3 Color) { return sqrt(Color); }
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AH2 LinearToGamma2(AH2 Color) { return sqrt(Color); }
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AH1 LinearToGamma2(AH1 Color) { return sqrt(Color); }
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AH4 Gamma2ToLinear(AH4 Color) { return Color * Color; }
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AH3 Gamma2ToLinear(AH3 Color) { return Color * Color; }
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AH2 Gamma2ToLinear(AH2 Color) { return Color * Color; }
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AH1 Gamma2ToLinear(AH1 Color) { return Color * Color; }
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#endif
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//-----------------------------------------------------------------
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// only float3 ST2084ToLinear() is defined in GammaCorrectionCommon.ush
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float ST2084ToLinear_F(float pq)
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{
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const float m1 = 0.1593017578125; // = 2610. / 4096. * .25;
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const float m2 = 78.84375; // = 2523. / 4096. * 128;
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const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1;
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const float c2 = 18.8515625; // = 2413. / 4096. * 32;
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const float c3 = 18.6875; // = 2392. / 4096. * 32;
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const float C = 10000.;
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float Np = pow(pq, 1. / m2);
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float L = Np - c1;
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L = max(0., L);
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L = L / (c2 - c3 * Np);
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L = pow(L, 1. / m1);
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float P = L * C;
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return P;
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}
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float ST2084ToGamma2(float pq) { return LinearToGamma2(ST2084ToLinear_F(pq)); }
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float2 ST2084ToGamma2(float2 pq) { return LinearToGamma2(float2(ST2084ToLinear_F(pq.r), ST2084ToLinear_F(pq.g))); }
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float3 ST2084ToGamma2(float3 pq) { return LinearToGamma2(ST2084ToLinear(pq)); }
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float4 ST2084ToGamma2(float4 pq) { return LinearToGamma2(float4(ST2084ToLinear(pq.rgb), ST2084ToLinear_F(pq.a))); }
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//-----------------------------------------------------------------
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// Either 1000 or 2000 depending on UE4 Tonemapper enum,
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// should be provided by the engine
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#if MAX_ODT_NITS_ENUM == 1
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#define HDR_MAX_ODT_NITS 2000
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#else
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#define HDR_MAX_ODT_NITS 1000
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#endif
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#define HDR_MAX_NITS 10000
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#define HDR_MAX_NITS_INV 0.0001f
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// matches white point in ST2084ToScRGB()
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#define HDR_WHITE_POINT 80.0f
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float3 Gamma2ToScRGB(float3 Color)
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{
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const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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// Gamma2 -> Linear encoding
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float3 LinearColor_Rec2020 = Gamma2ToLinear(Color);
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// Rec2020 -> sRGB primaries
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float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
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// Linear_sRGB -> scRGB
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return LinearColor_sRGB * scRGBScale;
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}
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float3 scRGBToGamma2(float3 Color_scRGB)
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{
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const float3x3 sRGB_2_Rec2020 = mul(XYZ_2_Rec2020_MAT, sRGB_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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const float scRGBScaleInv = HDR_WHITE_POINT / MaxODTNits;
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// normalize to [0-1]
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Color_scRGB *= scRGBScaleInv;
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// convert primaries sRGB -> Rec2020
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float3 Color_Rec2020 = mul(sRGB_2_Rec2020, Color_scRGB);
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// clamp negatives
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Color_Rec2020 = max(Color_Rec2020, 0);
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// Gamma2-encode
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return LinearToGamma2(Color_Rec2020);
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}
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float3 LinearToScRGB(float3 LinearColor_Rec2020)
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{
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const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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// Rec2020 -> sRGB primaries
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float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
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// Linear_sRGB -> scRGB
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return LinearColor_sRGB * scRGBScale;
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}
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