Better check to see whether HDR10 input will have scaling applied

This commit is contained in:
Sam Lantinga
2026-07-23 12:55:14 -07:00
parent 303113b853
commit 0f5f708c5a
3 changed files with 48 additions and 6 deletions

View File

@@ -2282,13 +2282,27 @@ static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
}
}
static bool PQShaderScalesInput(const D3D11_PixelShaderConstants *shader_constants)
{
if (shader_constants->tonemap_method != 0.0f) {
// Tone mapping always scales
return true;
}
// The shader normalizes the PQ input using the SDR white point and then multiplies by the color scale
if (SDL_fabs((shader_constants->sdr_white_point - (shader_constants->color_scale * SCRGB_NITS))) > 1.0f) {
return true;
}
return false;
}
static D3D11_Shader SelectShader(SDL_Renderer *renderer, const D3D11_PixelShaderConstants *shader_constants)
{
if (shader_constants) {
if (renderer->current_colorspace == SDL_COLORSPACE_HDR10) {
if (shader_constants->input_type == INPUTTYPE_HDR10 &&
shader_constants->tonemap_method == 0.0f &&
(shader_constants->sdr_white_point / SCRGB_NITS) == shader_constants->color_scale) {
!PQShaderScalesInput(shader_constants)) {
// Do a simple 1-1 copy
return SHADER_RGB_SIMPLE;
} else {

View File

@@ -2742,13 +2742,27 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
}
}
static bool PQShaderScalesInput(const D3D12_PixelShaderConstants *shader_constants)
{
if (shader_constants->tonemap_method != 0.0f) {
// Tone mapping always scales
return true;
}
// The shader normalizes the PQ input using the SDR white point and then multiplies by the color scale
if (SDL_fabs((shader_constants->sdr_white_point - (shader_constants->color_scale * SCRGB_NITS))) > 1.0f) {
return true;
}
return false;
}
static D3D12_Shader SelectShader(SDL_Renderer *renderer, const D3D12_PixelShaderConstants *shader_constants)
{
if (shader_constants) {
if (renderer->current_colorspace == SDL_COLORSPACE_HDR10) {
if (shader_constants->input_type == INPUTTYPE_HDR10 &&
shader_constants->tonemap_method == 0.0f &&
(shader_constants->sdr_white_point / SCRGB_NITS) == shader_constants->color_scale) {
!PQShaderScalesInput(shader_constants)) {
// Do a simple 1-1 copy
return SHADER_RGB_SIMPLE;
} else {

View File

@@ -3554,13 +3554,27 @@ static void VULKAN_SetupShaderConstants(SDL_Renderer *renderer, const SDL_Render
}
}
static bool PQShaderScalesInput(const VULKAN_PixelShaderConstants *shader_constants)
{
if (shader_constants->tonemap_method != 0.0f) {
// Tone mapping always scales
return true;
}
// The shader normalizes the PQ input using the SDR white point and then multiplies by the color scale
if (SDL_fabs((shader_constants->sdr_white_point - (shader_constants->color_scale * SCRGB_NITS))) > 1.0f) {
return true;
}
return false;
}
static VULKAN_Shader SelectShader(SDL_Renderer *renderer, const VULKAN_PixelShaderConstants *shader_constants, bool yuv)
{
if (shader_constants) {
if (renderer->current_colorspace == SDL_COLORSPACE_HDR10) {
if (shader_constants->input_type == INPUTTYPE_HDR10 &&
shader_constants->tonemap_method == 0.0f &&
(shader_constants->sdr_white_point / SCRGB_NITS) == shader_constants->color_scale) {
!PQShaderScalesInput(shader_constants)) {
// Do a simple 1-1 copy
return SHADER_RGB_SIMPLE;
} else {