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Optimize AgX tonemapper's handling of negative values #101515

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Jan 20, 2025
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60 changes: 31 additions & 29 deletions drivers/gles3/shaders/tonemap_inc.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ vec3 tonemap_aces(vec3 color, float p_white) {

// Polynomial approximation of EaryChow's AgX sigmoid curve.
// x must be within the range [0.0, 1.0]
vec3 agx_default_contrast_approx(vec3 x) {
vec3 agx_contrast_approx(vec3 x) {
// Generated with Excel trendline
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
// Additional padding values were added to give correct intersections at 0.0 and 1.0
Expand All @@ -96,62 +96,64 @@ vec3 agx_default_contrast_approx(vec3 x) {
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
}

const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3(0.6274, 0.0691, 0.0164),
vec3(0.3293, 0.9195, 0.0880),
vec3(0.0433, 0.0113, 0.8956));

// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
vec3 tonemap_agx(vec3 color) {
const mat3 agx_inset_matrix = mat3(
0.856627153315983, 0.137318972929847, 0.11189821299995,
0.0951212405381588, 0.761241990602591, 0.0767994186031903,
0.0482516061458583, 0.101439036467562, 0.811302368396859);
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);

// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
1.9648846919172409596, -0.29937618452442253746, -0.16440106280678278299,
-0.85594737466675834968, 1.3263980951083531115, -0.23819967517076844919,
-0.10883731725048386702, -0.02702191058393112346, 1.4025007379775505276);
1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);

// LOG2_MIN = -10.0
// LOG2_MAX = +6.5
// MIDDLE_GRAY = 0.18
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)

// Do AGX in rec2020 to match Blender.
color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;

// Preventing negative values is required for the AgX inset matrix to behave correctly.
// This could also be done before the Rec. 2020 transform, allowing the transform to
// be combined with the AgX inset matrix, but doing this causes a loss of color information
// that could be correctly interpreted within the Rec. 2020 color space.
color = max(color, vec3(0.0));

color = agx_inset_matrix * color;
// Large negative values in one channel and large positive values in other
// channels can result in a colour that appears darker and more saturated than
// desired after passing it through the inset matrix. For this reason, it is
// best to prevent negative input values.
// This is done before the Rec. 2020 transform to allow the Rec. 2020
// transform to be combined with the AgX inset matrix. This results in a loss
// of color information that could be correctly interpreted within the
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
// to provide this function with negative sRGB values and therefore not worth
// the performance cost of an additional matrix multiplication.
// A value of 2e-10 intentionally introduces insignificant error to prevent
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
// the matrix transform.
color = max(color, 2e-10);

// Do AGX in rec2020 to match Blender and then apply inset matrix.
color = srgb_to_rec2020_agx_inset_matrix * color;

// Log2 space encoding.
color = max(color, 1e-10); // Prevent log2(0.0). Possibly unnecessary.
// Must be clamped because agx_blender_default_contrast_approx may not work
// Must be clamped because agx_contrast_approx may not work
// well with values outside of the range [0.0, 1.0]
color = clamp(log2(color), min_ev, max_ev);
color = (color - min_ev) / (max_ev - min_ev);

// Apply sigmoid function approximation.
color = agx_default_contrast_approx(color);
color = agx_contrast_approx(color);

// Convert back to linear before applying outset matrix.
color = pow(color, vec3(2.4));

// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
color = agx_outset_rec2020_to_srgb_matrix * color;

// Simply hard clip instead of Blender's complex lusRGB.compensate_low_side.
color = max(color, vec3(0.0));

// Blender's lusRGB.compensate_low_side is too complex for this shader, so
// simply return the color, even if it has negative components. These negative
// components may be useful for subsequent color adjustments.
return color;
}

Expand Down
60 changes: 31 additions & 29 deletions servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -266,7 +266,7 @@ vec3 tonemap_aces(vec3 color, float white) {

// Polynomial approximation of EaryChow's AgX sigmoid curve.
// x must be within the range [0.0, 1.0]
vec3 agx_default_contrast_approx(vec3 x) {
vec3 agx_contrast_approx(vec3 x) {
// Generated with Excel trendline
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
// Additional padding values were added to give correct intersections at 0.0 and 1.0
Expand All @@ -276,62 +276,64 @@ vec3 agx_default_contrast_approx(vec3 x) {
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
}

const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3(0.6274, 0.0691, 0.0164),
vec3(0.3293, 0.9195, 0.0880),
vec3(0.0433, 0.0113, 0.8956));

// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
vec3 tonemap_agx(vec3 color) {
const mat3 agx_inset_matrix = mat3(
0.856627153315983, 0.137318972929847, 0.11189821299995,
0.0951212405381588, 0.761241990602591, 0.0767994186031903,
0.0482516061458583, 0.101439036467562, 0.811302368396859);
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);

// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
1.9648846919172409596, -0.29937618452442253746, -0.16440106280678278299,
-0.85594737466675834968, 1.3263980951083531115, -0.23819967517076844919,
-0.10883731725048386702, -0.02702191058393112346, 1.4025007379775505276);
1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);

// LOG2_MIN = -10.0
// LOG2_MAX = +6.5
// MIDDLE_GRAY = 0.18
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)

// Do AGX in rec2020 to match Blender.
color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;

// Preventing negative values is required for the AgX inset matrix to behave correctly.
// This could also be done before the Rec. 2020 transform, allowing the transform to
// be combined with the AgX inset matrix, but doing this causes a loss of color information
// that could be correctly interpreted within the Rec. 2020 color space.
color = max(color, vec3(0.0));

color = agx_inset_matrix * color;
// Large negative values in one channel and large positive values in other
// channels can result in a colour that appears darker and more saturated than
// desired after passing it through the inset matrix. For this reason, it is
// best to prevent negative input values.
// This is done before the Rec. 2020 transform to allow the Rec. 2020
// transform to be combined with the AgX inset matrix. This results in a loss
// of color information that could be correctly interpreted within the
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
// to provide this function with negative sRGB values and therefore not worth
// the performance cost of an additional matrix multiplication.
// A value of 2e-10 intentionally introduces insignificant error to prevent
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
// the matrix transform.
color = max(color, 2e-10);

// Do AGX in rec2020 to match Blender and then apply inset matrix.
color = srgb_to_rec2020_agx_inset_matrix * color;

// Log2 space encoding.
color = max(color, 1e-10); // Prevent log2(0.0). Possibly unnecessary.
// Must be clamped because agx_blender_default_contrast_approx may not work
// Must be clamped because agx_contrast_approx may not work
// well with values outside of the range [0.0, 1.0]
color = clamp(log2(color), min_ev, max_ev);
color = (color - min_ev) / (max_ev - min_ev);

// Apply sigmoid function approximation.
color = agx_default_contrast_approx(color);
color = agx_contrast_approx(color);

// Convert back to linear before applying outset matrix.
color = pow(color, vec3(2.4));

// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
color = agx_outset_rec2020_to_srgb_matrix * color;

// Simply hard clip instead of Blender's complex lusRGB.compensate_low_side.
color = max(color, vec3(0.0));

// Blender's lusRGB.compensate_low_side is too complex for this shader, so
// simply return the color, even if it has negative components. These negative
// components may be useful for subsequent color adjustments.
return color;
}

Expand Down