fix: green tinted image for metal 10bit yuv444

This commit is contained in:
Acaki
2025-07-19 20:05:17 +08:00
parent d72930877a
commit f0b4e2e2ad
2 changed files with 113 additions and 12 deletions
+39 -2
View File
@@ -56,6 +56,16 @@ static const struct CscParams k_CscParams_Bt2020Lim = {
},
{16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f},
};
static const struct CscParams k_CscParams_Bt2020Lim_10bit = {
{
{1.1644f, 0.0f, 1.6781f},
{1.1644f, -0.1874f, -0.6505f},
{1.1644f, 2.1418f, 0.0f},
},
{64.0f / 1023.0f, 512.0f / 1023.0f, 512.0f / 1023.0f},
};
static const struct CscParams k_CscParams_Bt2020Full = {
{
{1.0f, 0.0f, 1.4746f},
@@ -65,6 +75,16 @@ static const struct CscParams k_CscParams_Bt2020Full = {
{0.0f, 128.0f / 255.0f, 128.0f / 255.0f},
};
static const struct CscParams k_CscParams_Bt2020Full_10bit = {
{
{1.0f, 0.0f, 1.4746f},
{1.0f, -0.1646f, -0.5714f},
{1.0f, 1.8814f, 0.0f},
},
{0.0f, 512.0f / 1023.0f, 512.0f / 1023.0f},
};
struct Vertex {
vector_float4 position;
vector_float2 texCoord;
@@ -237,7 +257,11 @@ static const NSUInteger MaxFramesInFlight = 3;
newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_2020);
newPixelFormat = MTLPixelFormatBGR10A2Unorm;
}
paramBuffer.cscParams = (fullRange ? k_CscParams_Bt2020Full : k_CscParams_Bt2020Lim);
if (isHDR) {
paramBuffer.cscParams = (fullRange ? k_CscParams_Bt2020Full_10bit : k_CscParams_Bt2020Lim_10bit);
} else {
paramBuffer.cscParams = (fullRange ? k_CscParams_Bt2020Full : k_CscParams_Bt2020Lim);
}
break;
}
case COLORSPACE_REC_601:
@@ -387,7 +411,20 @@ static const NSUInteger MaxFramesInFlight = 3;
MTLRenderPipelineDescriptor *pipelineDesc = [MTLRenderPipelineDescriptor new];
id<MTLLibrary> defaultLibrary = [_device newDefaultLibrary];
pipelineDesc.vertexFunction = [defaultLibrary newFunctionWithName:@"vs_draw"];
pipelineDesc.fragmentFunction = [defaultLibrary newFunctionWithName:planes == 2 ? @"ps_draw_biplanar" : @"ps_draw_triplanar"];
// Determine if this is 10-bit based on the layer's pixel format (after colorspace update)
BOOL is10Bit = (layer.pixelFormat == MTLPixelFormatBGR10A2Unorm);
Log(LOG_I, @"Layer pixel format: %lu, is10Bit: %@", (unsigned long)layer.pixelFormat, is10Bit ? @"YES" : @"NO");
NSString *fragmentShaderName;
if (planes == 2) {
fragmentShaderName = is10Bit ? @"ps_draw_biplanar_10bit" : @"ps_draw_biplanar_8bit";
} else {
fragmentShaderName = is10Bit ? @"ps_draw_triplanar_10bit" : @"ps_draw_triplanar_8bit";
}
Log(LOG_I, @"Rendering frame with %zu planes, using shader: %@", planes, fragmentShaderName);
pipelineDesc.fragmentFunction = [defaultLibrary newFunctionWithName:fragmentShaderName];
pipelineDesc.colorAttachments[0].pixelFormat = layer.pixelFormat;
pipelineDesc.vertexBuffers[0].mutability = MTLMutabilityImmutable;
+74 -10
View File
@@ -22,10 +22,10 @@ vertex Vertex vs_draw(constant Vertex *vertices [[ buffer(0) ]], uint id [[ vert
return vertices[id];
}
fragment float4 ps_draw_biplanar(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlane [[ texture(1) ]])
fragment float4 ps_draw_biplanar_8bit(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlane [[ texture(1) ]])
{
float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
chrominancePlane.sample(s, v.texCoords).rg);
@@ -38,11 +38,11 @@ fragment float4 ps_draw_biplanar(Vertex v [[ stage_in ]],
return float4(rgb, 1.0f);
}
fragment float4 ps_draw_triplanar(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlaneU [[ texture(1) ]],
texture2d<float> chrominancePlaneV [[ texture(2) ]])
fragment float4 ps_draw_triplanar_8bit(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlaneU [[ texture(1) ]],
texture2d<float> chrominancePlaneV [[ texture(2) ]])
{
float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
chrominancePlaneU.sample(s, v.texCoords).r,
@@ -56,8 +56,72 @@ fragment float4 ps_draw_triplanar(Vertex v [[ stage_in ]],
return float4(rgb, 1.0f);
}
fragment float4 ps_draw_biplanar_10bit(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlane [[ texture(1) ]])
{
// 1. Sample the textures to get the normalized float value from the GPU hardware.
float3 yuv_hardware_normalized = float3(luminancePlane.sample(s, v.texCoords).r,
chrominancePlane.sample(s, v.texCoords).rg);
// 2. Reverse the normalization to get back to the approximate 10-bit integer value.
// This reverses the server's (v_10bit << 6) and the hardware's (/ 65535.0) operations.
float y_10bit = (yuv_hardware_normalized.r * 65535.0) / 64.0;
float2 uv_10bit = (yuv_hardware_normalized.gb * 65535.0) / 64.0;
// 3. Re-normalize the 10-bit value using the correct 1023.0 divisor that the CSC constants expect.
float3 yuv_corrected;
yuv_corrected.r = y_10bit / 1023.0;
yuv_corrected.gb = uv_10bit / 1023.0;
// 4. Use this perfectly scaled YUV value with the original CSC parameters.
yuv_corrected -= cscParams.offsets;
// 5. Perform the final color space conversion.
float3 rgb;
rgb.r = dot(yuv_corrected, cscParams.matrix[0]);
rgb.g = dot(yuv_corrected, cscParams.matrix[1]);
rgb.b = dot(yuv_corrected, cscParams.matrix[2]);
return float4(rgb, 1.0f);
}
fragment float4 ps_draw_triplanar_10bit(Vertex v [[ stage_in ]],
constant CscParams &cscParams [[ buffer(0) ]],
texture2d<float> luminancePlane [[ texture(0) ]],
texture2d<float> chrominancePlaneU [[ texture(1) ]],
texture2d<float> chrominancePlaneV [[ texture(2) ]])
{
// 1. Sample the textures to get the normalized float value from the GPU hardware.
float y_hardware_normalized = luminancePlane.sample(s, v.texCoords).r;
float u_hardware_normalized = chrominancePlaneU.sample(s, v.texCoords).r;
float v_hardware_normalized = chrominancePlaneV.sample(s, v.texCoords).r;
// 2. Reverse the normalization to get back to the approximate 10-bit integer value.
// This reverses the server's (v_10bit << 6) and the hardware's (/ 65535.0) operations.
float y_10bit = (y_hardware_normalized * 65535.0) / 64.0;
float u_10bit = (u_hardware_normalized * 65535.0) / 64.0;
float v_10bit = (v_hardware_normalized * 65535.0) / 64.0;
// 3. Re-normalize the 10-bit value using the correct 1023.0 divisor that the CSC constants expect.
float3 yuv_corrected;
yuv_corrected.r = y_10bit / 1023.0;
yuv_corrected.g = u_10bit / 1023.0;
yuv_corrected.b = v_10bit / 1023.0;
// 4. Use this perfectly scaled YUV value with the original CSC parameters.
yuv_corrected -= cscParams.offsets;
// 5. Perform the final color space conversion.
float3 rgb;
rgb.r = dot(yuv_corrected, cscParams.matrix[0]);
rgb.g = dot(yuv_corrected, cscParams.matrix[1]);
rgb.b = dot(yuv_corrected, cscParams.matrix[2]);
return float4(rgb, 1.0f);
}
fragment float4 ps_draw_rgb(Vertex v [[ stage_in ]],
texture2d<float> rgbTexture [[ texture(0) ]])
{
return rgbTexture.sample(s, v.texCoords);
}
}