shaders: Tetrahedral 3D LUT implementation

This commit is contained in:
Joshua Ashton 2023-04-19 01:50:32 +01:00 committed by Joshie
parent e806d790f0
commit aaaff2cb16
3 changed files with 142 additions and 2 deletions

33
LICENSE
View file

@ -24,3 +24,36 @@ SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
========================================================
Tetrahedal 3D LUT code from OpenColorIO
Licensed under BSD 3-Clause "New" or "Revised" License:
Copyright Contributors to the OpenColorIO Project.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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@ -1774,7 +1774,7 @@ void CVulkanCmdBuffer::dispatch(uint32_t x, uint32_t y, uint32_t z)
// I need to change this, it's so utterly stupid and confusing.
shaperLutDescriptor[i].imageView = m_shaperLut[i] ? m_shaperLut[i]->srgbView() : nullptr;
lut3DDescriptor[i].sampler = m_device->sampler(linearState);
lut3DDescriptor[i].sampler = m_device->sampler(nearestState);
lut3DDescriptor[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
lut3DDescriptor[i].imageView = m_lut3D[i] ? m_lut3D[i]->srgbView() : nullptr;
}

View file

@ -413,10 +413,117 @@ vec3 perform_1dlut(vec3 color, sampler1D shaperLUT) {
textureLod(shaperLUT, half_texel_scale(color.b, offset), 0.0f).b);
}
vec3 perform_3dlut(vec3 color, sampler3D lut3D) {
vec3 perform_3dlut_native(vec3 color, sampler3D lut3D) {
ivec3 size = textureSize(lut3D, 0);
vec3 offset = 0.5f / vec3(float(size.x), float(size.y), float(size.z));
return textureLod(lut3D, half_texel_scale(color.rgb, offset), 0.0f).rgb;
}
// Adapted from:
// https://github.com/AcademySoftwareFoundation/OpenColorIO/ops/lut3d/Lut3DOpGPU.cpp
// License available in their repo and in our LICENSE file.
vec3 perform_3dlut_tetrahedral(vec3 color, sampler3D lut3D) {
ivec3 size_i = textureSize(lut3D, 0);
// We only support uniform lut sizes so take .x's dim
float size = float(size_i.x);
float incr = 1.0f / size;
vec3 outColor = color.bgr;
vec3 coords = outColor.rgb * (vec3(size - 1.0f));
vec3 baseInd = floor(coords);
vec3 frac = coords - baseInd;
vec3 f1, f4;
baseInd = (baseInd.zyx + vec3(0.5)) / vec3(size);
vec3 v1 = textureLod(lut3D, baseInd, 0).rgb;
vec3 nextInd = baseInd + vec3(incr);
vec3 v4 = textureLod(lut3D, nextInd, 0).rgb;
if (frac.r >= frac.g)
{
if (frac.g >= frac.b)
{
nextInd = baseInd + vec3(0, 0, incr);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(0, incr, incr);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.r);
f4 = vec3(frac.b);
vec3 f2 = vec3(frac.r - frac.g);
vec3 f3 = vec3(frac.g - frac.b);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
else if (frac.r >= frac.b)
{
nextInd = baseInd + vec3(0, 0, incr);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(incr, 0, incr);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.r);
f4 = vec3(frac.g);
vec3 f2 = vec3(frac.r - frac.b);
vec3 f3 = vec3(frac.b - frac.g);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
else
{
nextInd = baseInd + vec3(incr, 0, 0);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(incr, 0, incr);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.b);
f4 = vec3(frac.g);
vec3 f2 = vec3(frac.b - frac.r);
vec3 f3 = vec3(frac.r - frac.g);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
}
else
{
if (frac.g <= frac.b)
{
nextInd = baseInd + vec3(incr, 0, 0);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(incr, incr, 0);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.b);
f4 = vec3(frac.r);
vec3 f2 = vec3(frac.b - frac.g);
vec3 f3 = vec3(frac.g - frac.r);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
else if (frac.r >= frac.b)
{
nextInd = baseInd + vec3(0, incr, 0);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(0, incr, incr);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.g);
f4 = vec3(frac.b);
vec3 f2 = vec3(frac.g - frac.r);
vec3 f3 = vec3(frac.r - frac.b);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
else
{
nextInd = baseInd + vec3(0, incr, 0);
vec3 v2 = textureLod(lut3D, nextInd, 0).rgb;
nextInd = baseInd + vec3(incr, incr, 0);
vec3 v3 = textureLod(lut3D, nextInd, 0).rgb;
f1 = vec3(1.0f - frac.g);
f4 = vec3(frac.r);
vec3 f2 = vec3(frac.g - frac.b);
vec3 f3 = vec3(frac.b - frac.r);
outColor.rgb = (f2 * v2) + (f3 * v3);
}
}
outColor.rgb = outColor.rgb + (f1 * v1) + (f4 * v4);
return outColor.rgb;
}
vec3 perform_3dlut(vec3 color, sampler3D lut3D)
{
return perform_3dlut_tetrahedral(color, lut3D);
}