libobs: Render main texture for active color space

Preview will draw SDR white luminance from settings (default 300 nits)
when displayed on an HDR monitor rather than CCCS 80 nits.
This commit is contained in:
jpark37
2022-03-14 23:50:45 -07:00
parent 5748ab7e0d
commit 87ab39c412
4 changed files with 94 additions and 7 deletions

View File

@@ -268,19 +268,24 @@ static bool obs_init_textures(struct obs_video_info *ovi)
}
}
enum gs_color_format format = GS_RGBA;
enum gs_color_space space = GS_CS_SRGB;
video->render_texture = gs_texture_create(ovi->base_width,
ovi->base_height, GS_RGBA, 1,
ovi->base_height, format, 1,
NULL, GS_RENDER_TARGET);
if (!video->render_texture)
success = false;
video->output_texture = gs_texture_create(ovi->output_width,
ovi->output_height, GS_RGBA,
1, NULL, GS_RENDER_TARGET);
ovi->output_height, format, 1,
NULL, GS_RENDER_TARGET);
if (!video->output_texture)
success = false;
if (!success) {
if (success) {
video->render_space = space;
} else {
for (size_t i = 0; i < NUM_TEXTURES; i++) {
for (size_t c = 0; c < NUM_CHANNELS; c++) {
if (video->copy_surfaces[i][c]) {
@@ -1807,18 +1812,37 @@ static void obs_render_main_texture_internal(enum gs_blend_type src_c,
if (!video->texture_rendered)
return;
const enum gs_color_space source_space = video->render_space;
const enum gs_color_space current_space = gs_get_color_space();
const char *tech_name = "Draw";
float multiplier = 1.0f;
if ((current_space == GS_CS_SRGB) &&
(source_space == GS_CS_709_EXTENDED)) {
tech_name = "DrawTonemap";
} else if (current_space == GS_CS_709_SCRGB) {
tech_name = "DrawMultiply";
multiplier = obs_get_video_sdr_white_level() / 80.0f;
}
const bool previous = gs_framebuffer_srgb_enabled();
gs_enable_framebuffer_srgb(true);
tex = video->render_texture;
effect = obs_get_base_effect(OBS_EFFECT_DEFAULT);
param = gs_effect_get_param_by_name(effect, "image");
gs_effect_set_texture(param, tex);
gs_effect_set_texture_srgb(param, tex);
param = gs_effect_get_param_by_name(effect, "multiplier");
gs_effect_set_float(param, multiplier);
gs_blend_state_push();
gs_blend_function_separate(src_c, dest_c, src_a, dest_a);
while (gs_effect_loop(effect, "Draw"))
while (gs_effect_loop(effect, tech_name))
gs_draw_sprite(tex, 0, 0, 0);
gs_blend_state_pop();
gs_enable_framebuffer_srgb(previous);
}
void obs_render_main_texture(void)