Implement HDR support for Windows (#825)
This commit is contained in:
@@ -151,6 +151,7 @@ protected:
|
||||
}
|
||||
|
||||
const char *dxgi_format_to_string(DXGI_FORMAT format);
|
||||
const char *colorspace_to_string(DXGI_COLOR_SPACE_TYPE type);
|
||||
|
||||
virtual capture_e snapshot(img_t *img, std::chrono::milliseconds timeout, bool cursor_visible) = 0;
|
||||
virtual int complete_img(img_t *img, bool dummy) = 0;
|
||||
|
||||
@@ -563,6 +563,25 @@ int display_base_t::init(const ::video::config_t &config, const std::string &dis
|
||||
BOOST_LOG(info) << "Desktop resolution ["sv << dup_desc.ModeDesc.Width << 'x' << dup_desc.ModeDesc.Height << ']';
|
||||
BOOST_LOG(info) << "Desktop format ["sv << dxgi_format_to_string(dup_desc.ModeDesc.Format) << ']';
|
||||
|
||||
dxgi::output6_t output6 {};
|
||||
status = output->QueryInterface(IID_IDXGIOutput6, (void **)&output6);
|
||||
if(SUCCEEDED(status)) {
|
||||
DXGI_OUTPUT_DESC1 desc1;
|
||||
output6->GetDesc1(&desc1);
|
||||
|
||||
BOOST_LOG(info)
|
||||
<< std::endl
|
||||
<< "Colorspace : "sv << colorspace_to_string(desc1.ColorSpace) << std::endl
|
||||
<< "Bits Per Color : "sv << desc1.BitsPerColor << std::endl
|
||||
<< "Red Primary : ["sv << desc1.RedPrimary[0] << ',' << desc1.RedPrimary[1] << ']' << std::endl
|
||||
<< "Green Primary : ["sv << desc1.GreenPrimary[0] << ',' << desc1.GreenPrimary[1] << ']' << std::endl
|
||||
<< "Blue Primary : ["sv << desc1.BluePrimary[0] << ',' << desc1.BluePrimary[1] << ']' << std::endl
|
||||
<< "White Point : ["sv << desc1.WhitePoint[0] << ',' << desc1.WhitePoint[1] << ']' << std::endl
|
||||
<< "Min Luminance : "sv << desc1.MinLuminance << " nits"sv << std::endl
|
||||
<< "Max Luminance : "sv << desc1.MaxLuminance << " nits"sv << std::endl
|
||||
<< "Max Full Luminance : "sv << desc1.MaxFullFrameLuminance << " nits"sv;
|
||||
}
|
||||
|
||||
// Capture format will be determined from the first call to AcquireNextFrame()
|
||||
capture_format = DXGI_FORMAT_UNKNOWN;
|
||||
|
||||
@@ -598,6 +617,23 @@ bool display_base_t::get_hdr_metadata(SS_HDR_METADATA &metadata) {
|
||||
DXGI_OUTPUT_DESC1 desc1;
|
||||
output6->GetDesc1(&desc1);
|
||||
|
||||
// The primaries reported here seem to correspond to scRGB (Rec. 709)
|
||||
// which we then convert to Rec 2020 in our scRGB FP16 -> PQ shader
|
||||
// prior to encoding. It's not clear to me if we're supposed to report
|
||||
// the primaries of the original colorspace or the one we've converted
|
||||
// it to, but let's just report Rec 2020 primaries and D65 white level
|
||||
// to avoid confusing clients by reporting Rec 709 primaries with a
|
||||
// Rec 2020 colorspace. It seems like most clients ignore the primaries
|
||||
// in the metadata anyway (luminance range is most important).
|
||||
desc1.RedPrimary[0] = 0.708f;
|
||||
desc1.RedPrimary[1] = 0.292f;
|
||||
desc1.GreenPrimary[0] = 0.170f;
|
||||
desc1.GreenPrimary[1] = 0.797f;
|
||||
desc1.BluePrimary[0] = 0.131f;
|
||||
desc1.BluePrimary[1] = 0.046f;
|
||||
desc1.WhitePoint[0] = 0.3127f;
|
||||
desc1.WhitePoint[1] = 0.3290f;
|
||||
|
||||
metadata.displayPrimaries[0].x = desc1.RedPrimary[0] * 50000;
|
||||
metadata.displayPrimaries[0].y = desc1.RedPrimary[1] * 50000;
|
||||
metadata.displayPrimaries[1].x = desc1.GreenPrimary[0] * 50000;
|
||||
@@ -749,6 +785,43 @@ const char *display_base_t::dxgi_format_to_string(DXGI_FORMAT format) {
|
||||
return format_str[format];
|
||||
}
|
||||
|
||||
const char *display_base_t::colorspace_to_string(DXGI_COLOR_SPACE_TYPE type) {
|
||||
const char *type_str[] = {
|
||||
"DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709",
|
||||
"DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709",
|
||||
"DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P709",
|
||||
"DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P2020",
|
||||
"DXGI_COLOR_SPACE_RESERVED",
|
||||
"DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601",
|
||||
"DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P601",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709",
|
||||
"DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P709",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_RGB_STUDIO_G2084_NONE_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_TOPLEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_GHLG_TOPLEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709",
|
||||
"DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020",
|
||||
"DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020",
|
||||
};
|
||||
|
||||
if(type < ARRAYSIZE(type_str)) {
|
||||
return type_str[type];
|
||||
}
|
||||
else {
|
||||
return "UNKNOWN";
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace platf::dxgi
|
||||
|
||||
namespace platf {
|
||||
|
||||
@@ -89,9 +89,12 @@ blend_t make_blend(device_t::pointer device, bool enable, bool invert) {
|
||||
|
||||
blob_t convert_UV_vs_hlsl;
|
||||
blob_t convert_UV_ps_hlsl;
|
||||
blob_t convert_UV_PQ_ps_hlsl;
|
||||
blob_t scene_vs_hlsl;
|
||||
blob_t convert_Y_ps_hlsl;
|
||||
blob_t convert_Y_PQ_ps_hlsl;
|
||||
blob_t scene_ps_hlsl;
|
||||
blob_t scene_NW_ps_hlsl;
|
||||
|
||||
struct img_d3d_t : public platf::img_t {
|
||||
std::shared_ptr<platf::display_t> display;
|
||||
@@ -546,28 +549,39 @@ public:
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreateVertexShader(convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(), nullptr, &convert_UV_vs);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertUV vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &scene_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
// If the display is in HDR and we're streaming HDR, we'll be converting scRGB to SMPTE 2084 PQ.
|
||||
// NB: We can consume scRGB in SDR with our regular shaders because it behaves like UNORM input.
|
||||
if(format == DXGI_FORMAT_P010 && display->is_hdr()) {
|
||||
status = device->CreatePixelShader(convert_Y_PQ_ps_hlsl->GetBufferPointer(), convert_Y_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(convert_UV_PQ_ps_hlsl->GetBufferPointer(), convert_UV_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else {
|
||||
status = device->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
color_matrix = make_buffer(device.get(), ::video::colors[0]);
|
||||
@@ -708,7 +722,6 @@ public:
|
||||
vs_t convert_UV_vs;
|
||||
ps_t convert_UV_ps;
|
||||
ps_t convert_Y_ps;
|
||||
ps_t scene_ps;
|
||||
vs_t scene_vs;
|
||||
|
||||
D3D11_VIEWPORT outY_view;
|
||||
@@ -978,10 +991,32 @@ int display_vram_t::init(const ::video::config_t &config, const std::string &dis
|
||||
return -1;
|
||||
}
|
||||
|
||||
status = device->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &scene_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
if(config.dynamicRange && is_hdr()) {
|
||||
// This shader will normalize scRGB white levels to a user-defined white level
|
||||
status = device->CreatePixelShader(scene_NW_ps_hlsl->GetBufferPointer(), scene_NW_ps_hlsl->GetBufferSize(), nullptr, &scene_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Use a 300 nit target for the mouse cursor. We should really get
|
||||
// the user's SDR white level in nits, but there is no API that
|
||||
// provides that information to Win32 apps.
|
||||
float sdr_multiplier_data[16 / sizeof(float)] { 300.0f / 80.f }; // aligned to 16-byte
|
||||
auto sdr_multiplier = make_buffer(device.get(), sdr_multiplier_data);
|
||||
if(!sdr_multiplier) {
|
||||
BOOST_LOG(warning) << "Failed to create SDR multiplier"sv;
|
||||
return -1;
|
||||
}
|
||||
|
||||
device_ctx->PSSetConstantBuffers(0, 1, &sdr_multiplier);
|
||||
}
|
||||
else {
|
||||
status = device->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &scene_ps);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
blend_alpha = make_blend(device.get(), true, false);
|
||||
@@ -1108,7 +1143,25 @@ std::vector<DXGI_FORMAT> display_vram_t::get_supported_sdr_capture_formats() {
|
||||
}
|
||||
|
||||
std::vector<DXGI_FORMAT> display_vram_t::get_supported_hdr_capture_formats() {
|
||||
return { DXGI_FORMAT_R10G10B10A2_UNORM };
|
||||
return {
|
||||
// scRGB FP16 is the desired format for HDR content. This will also handle
|
||||
// 10-bit SDR displays with the increased precision of FP16 vs 8-bit UNORMs.
|
||||
DXGI_FORMAT_R16G16B16A16_FLOAT,
|
||||
|
||||
// DXGI_FORMAT_R10G10B10A2_UNORM seems like it might give us frames already
|
||||
// converted to SMPTE 2084 PQ, however it seems to actually just clamp the
|
||||
// scRGB FP16 values that DWM is using when the desktop format is scRGB FP16.
|
||||
//
|
||||
// If there is a case where the desktop format is really SMPTE 2084 PQ, it
|
||||
// might make sense to support capturing it without conversion to scRGB,
|
||||
// but we avoid it for now.
|
||||
|
||||
// We include the 8-bit modes too for when the display is in SDR mode,
|
||||
// while the client stream is HDR-capable. These UNORM formats behave
|
||||
// like a degenerate case of scRGB FP16 with values between 0.0f-1.0f.
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
};
|
||||
}
|
||||
|
||||
std::shared_ptr<platf::hwdevice_t> display_vram_t::make_hwdevice(pix_fmt_e pix_fmt) {
|
||||
@@ -1144,11 +1197,21 @@ int init() {
|
||||
return -1;
|
||||
}
|
||||
|
||||
convert_Y_PQ_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertYPS_PQ.hlsl");
|
||||
if(!convert_Y_PQ_ps_hlsl) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
convert_UV_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS.hlsl");
|
||||
if(!convert_UV_ps_hlsl) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
convert_UV_PQ_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS_PQ.hlsl");
|
||||
if(!convert_UV_PQ_ps_hlsl) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
convert_UV_vs_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/ConvertUVVS.hlsl");
|
||||
if(!convert_UV_vs_hlsl) {
|
||||
return -1;
|
||||
@@ -1158,6 +1221,11 @@ int init() {
|
||||
if(!scene_ps_hlsl) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
scene_NW_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ScenePS_NW.hlsl");
|
||||
if(!scene_NW_ps_hlsl) {
|
||||
return -1;
|
||||
}
|
||||
BOOST_LOG(info) << "Compiled shaders"sv;
|
||||
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user