1fcf9e11ec
Clients derive Y'CbCr->RGB from the stream's SIGNALED matrix x range x depth via shared csc rows (Rust csc_rows + Swift CscRows) instead of hardcoded 709/2020 - a BT.601-signaled stream (a Linux host's RGB-input NVENC) no longer renders with a constant hue error. Host-side signaling made honest across NVENC/VAAPI/openh264/GameStream and the session plan's chroma/bit-depth. Decoded color-bar fixtures (601/709 x limited/full) pin the math in tests on both cores. Same presenter, tvOS HDR: tvOS has no Metal EDR API and a bare PQ colorspace tag composites UNTONE-MAPPED (the "overblown" Apple TV report), so HDR now splits on the display's live EDR headroom - PQ passthrough when the per-session AVDisplayManager mode switch landed (a real HDR10 output tone-maps itself), else an in-shader PQ->SDR tone-map (203-nit reference white, extended-Reinhard 1000-nit knee, 2020->709) into the proven SDR layer config. The 10-bit stream keeps its full decode depth either way. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
101 lines
4.1 KiB
GLSL
101 lines
4.1 KiB
GLSL
// YCbCr (2-plane 4:2:0) → RGBA with the stream's CICP signaling — the Vulkan port of
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// the GL presenter's fragment shader, grown depth- and HDR-aware.
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//
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// The YUV→RGB matrix + range expansion arrive as three push-constant rows precomputed
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// on the CPU (csc.rs `csc_rows` — bit-depth exact, including the P010/X6 MSB-packing
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// factor): rgb[i] = dot(r_i.xyz, yuv) + r_i.w. One shader for BT.601/709/2020,
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// full/limited, 8- and 10-bit. The chroma plane is half-res; the linear sampler
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// interpolates, same as the GL path.
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//
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// params.x selects the output mode:
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// 0 — passthrough: the transfer stays baked (SDR BT.709 shown as-is; PQ BT.2020
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// written to an HDR10 swapchain that expects exactly PQ-encoded values).
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// 1 — PQ → SDR tonemap (an HDR stream on a desktop without an HDR10 surface):
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// PQ EOTF → linear light (nits/10000), exposure anchored at the 203-nit HDR
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// reference white, BT.2020→709 primaries, a soft maxRGB rolloff for highlights
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// (BT.2390-flavored simplicity, not libplacebo), then sRGB encode.
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// params.y = tonemap peak (display-relative, ~= peak_nits / 203).
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//
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// Regenerate: shaders/build.sh (committed .spv, no build-time toolchain).
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#version 450
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layout(location = 0) in vec2 v_uv;
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layout(location = 0) out vec4 frag;
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layout(set = 0, binding = 0) uniform sampler2D u_y;
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layout(set = 0, binding = 1) uniform sampler2D u_c;
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layout(push_constant) uniform Csc {
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vec4 r0;
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vec4 r1;
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vec4 r2;
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vec4 params; // x: mode, y: tonemap peak, z/w: reserved
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} pc;
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// SMPTE ST.2084 (PQ) EOTF: code value → display-referred linear, normalized to 1.0 =
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// 10000 nits.
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vec3 pq_eotf(vec3 e) {
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const float m1 = 0.1593017578125; // 2610/16384
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const float m2 = 78.84375; // 2523/4096 * 128
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const float c1 = 0.8359375; // 3424/4096
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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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vec3 p = pow(max(e, vec3(0.0)), vec3(1.0 / m2));
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return pow(max(p - c1, vec3(0.0)) / (c2 - c3 * p), vec3(1.0 / m1));
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}
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// BT.2020 → BT.709 primaries (linear light).
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vec3 bt2020_to_709(vec3 c) {
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return mat3(
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1.6605, -0.1246, -0.0182,
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-0.5876, 1.1329, -0.1006,
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-0.0728, -0.0083, 1.1187
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) * c;
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}
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// Linear → sRGB OETF.
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vec3 srgb_oetf(vec3 c) {
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c = clamp(c, 0.0, 1.0);
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bvec3 lo = lessThanEqual(c, vec3(0.0031308));
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vec3 hi = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
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return mix(hi, c * 12.92, vec3(lo));
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}
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void main() {
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// 4:2:0 chroma is left-cosited (H.273 type 0 — the default inference when unsignaled, and
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// what the hosts produce), but sampling the half-res plane at the luma UV assumes CENTER
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// siting — a ~0.5-luma-px rightward chroma shift on hard colored edges. Offset +0.25 chroma
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// texels to re-align (the same correction the Apple/Windows clients apply). Self-disables
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// when the plane widths match (a full-size 4:4:4 chroma plane needs no correction).
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vec2 cuv = v_uv;
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int cw = textureSize(u_c, 0).x;
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if (cw < textureSize(u_y, 0).x) {
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cuv.x += 0.25 / float(cw);
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}
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vec3 yuv = vec3(texture(u_y, v_uv).r, texture(u_c, cuv).rg);
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vec3 rgb = vec3(
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dot(pc.r0.xyz, yuv) + pc.r0.w,
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dot(pc.r1.xyz, yuv) + pc.r1.w,
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dot(pc.r2.xyz, yuv) + pc.r2.w
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);
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if (pc.params.x > 0.5) {
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// PQ BT.2020 → SDR BT.709: linearize, anchor exposure at the 203-nit HDR
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// reference white (SDR diffuse white), convert primaries, roll off highlights.
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vec3 lin = pq_eotf(clamp(rgb, 0.0, 1.0)) * (10000.0 / 203.0);
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lin = max(bt2020_to_709(lin), vec3(0.0));
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float peak = max(pc.params.y, 1.0001);
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float l = max(lin.r, max(lin.g, lin.b));
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if (l > 1.0) {
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// Soft maxRGB rolloff: identity below 1.0, asymptotic to `peak` above —
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// keeps colors from clipping to white the way per-channel clamp would.
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float mapped = 1.0 + (l - 1.0) / (1.0 + (l - 1.0) / (peak - 1.0));
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lin *= mapped / l;
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}
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rgb = srgb_oetf(lin);
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} else {
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rgb = clamp(rgb, 0.0, 1.0);
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}
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frag = vec4(rgb, 1.0);
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}
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