libobs,UI: Add P216/P416 pixel formats

Will be useful for ProRes.
This commit is contained in:
jpark37
2023-02-21 18:48:44 +01:00
committed by Patrick Heyer
parent 0efaf88caf
commit 463bf0dff5
15 changed files with 466 additions and 18 deletions
+230
View File
@@ -252,6 +252,58 @@ float PS_P010_SRGB_Y(FragPos frag_in) : TARGET
return y;
}
float PS_P216_PQ_Y_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_st2084(rgb);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_P216_HLG_Y_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_hlg(rgb, hdr_lw);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_P216_SRGB_Y(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
rgb = srgb_linear_to_nonlinear(rgb);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_P416_PQ_Y_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_st2084(rgb);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_P416_HLG_Y_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_hlg(rgb, hdr_lw);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_P416_SRGB_Y(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
rgb = srgb_linear_to_nonlinear(rgb);
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float PS_I010_PQ_Y_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
@@ -333,6 +385,76 @@ float2 PS_P010_SRGB_UV_Wide(FragTexWide frag_in) : TARGET
return uv;
}
float2 PS_P216_PQ_UV_709_2020_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * (0.5 * sdr_white_nits_over_maximum);
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_st2084(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float2 PS_P216_HLG_UV_709_2020_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * (0.5 * sdr_white_nits_over_maximum);
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_hlg(rgb, hdr_lw);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float2 PS_P216_SRGB_UV_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
rgb = srgb_linear_to_nonlinear(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float2 PS_P416_PQ_UV_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_st2084(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float2 PS_P416_HLG_UV_709_2020(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
rgb = rec709_to_rec2020(rgb);
rgb = linear_to_hlg(rgb, hdr_lw);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float2 PS_P416_SRGB_UV(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
rgb = srgb_linear_to_nonlinear(rgb);
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
float2 uv = float2(u, v);
return uv;
}
float PS_U(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
@@ -1044,6 +1166,114 @@ technique P010_SRGB_UV
}
}
technique P216_PQ_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P216_PQ_Y_709_2020(frag_in);
}
}
technique P216_HLG_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P216_HLG_Y_709_2020(frag_in);
}
}
technique P216_SRGB_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P216_SRGB_Y(frag_in);
}
}
technique P216_PQ_UV
{
pass
{
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_P216_PQ_UV_709_2020_Wide(frag_in);
}
}
technique P216_HLG_UV
{
pass
{
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_P216_HLG_UV_709_2020_Wide(frag_in);
}
}
technique P216_SRGB_UV
{
pass
{
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_P216_SRGB_UV_Wide(frag_in);
}
}
technique P416_PQ_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_PQ_Y_709_2020(frag_in);
}
}
technique P416_HLG_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_HLG_Y_709_2020(frag_in);
}
}
technique P416_SRGB_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_SRGB_Y(frag_in);
}
}
technique P416_PQ_UV
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_PQ_UV_709_2020(frag_in);
}
}
technique P416_HLG_UV
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_HLG_UV_709_2020(frag_in);
}
}
technique P416_SRGB_UV
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PS_P416_SRGB_UV(frag_in);
}
}
technique UYVY_Reverse
{
pass