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feat: hdr processing improvements#1311

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hdr-improvements
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feat: hdr processing improvements#1311
doodlum wants to merge 8 commits into
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hdr-improvements

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@doodlum doodlum commented Jul 26, 2025

Fixed vanilla adaptation, replaced with one which actually works. Courtesy of kingeric under MIT. This means no more reports of adaptation going whack, no reports of black screens.
More traditional tonemapping for filmic tonemap, with a slight saturation boost to compensate.

Summary by CodeRabbit

  • New Features

    • Added support for HDR light adaptation with double-buffered adaptation textures for improved image quality.
    • Enhanced HDR image space shaders with new adaptation and LUT binding logic.
  • Improvements

    • Updated tone mapping process for more vibrant and accurate color rendering, including vibrance boost and refined hue handling.
  • Removals

    • Removed legacy LUT binding and related hooks for cinematic HDR tonemap shaders.

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coderabbitai Bot commented Jul 26, 2025

Walkthrough

This change replaces the LUT binding logic and associated hooks in the deferred rendering pipeline with a new HDR adaptation texture mechanism. It introduces double-buffered adaptation textures, new binding methods for HDR image space shaders, and updates the tone mapping shader to remove hue-preserving logic and apply a new chroma blending and vibrance boost. Hooks related to LUT binding are removed.

Changes

File(s) Change Summary
package/Shaders/Common/DisplayMapping.hlsli Rewrites tone mapping: removes hue-preserving path, applies new chroma blending and vibrance boost after tone mapping.
src/Deferred.cpp, src/Deferred.h Adds adaptation textures, HDR binding methods, removes LUT binding method and related hooks, implements double-buffered adaptation.
src/State.cpp Calls new HDRShaderHacks() method in the draw routine.

Sequence Diagram(s)

sequenceDiagram
    participant State
    participant Deferred
    participant Shader

    State->>Deferred: Draw()
    Deferred->>Deferred: HDRShaderHacks()
    alt Shader is Adaptation Shader
        Deferred->>Deferred: BindAdaptationShader()
        Deferred->>Shader: Bind adaptation SRV/RTV
    else Shader is HDR Shader
        Deferred->>Deferred: BindHDRShader()
        Deferred->>Shader: Bind adaptation SRV, LUT SRV
    end
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Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~15–20 minutes

Possibly related PRs

Poem

A rabbit hopped through code anew,
Swapping LUTs for textures, two by two.
Tone maps blend and chroma sings,
HDR adapts with vibrant springs.
Old hooks are gone, new flows begin—
In pixels bright, let light hop in!
🐇✨

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pre-commit-ci Bot and others added 2 commits July 26, 2025 13:27
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Using provided base ref: a5e5dfd
Using base ref: a5e5dfd
Base commit date: 2025-07-26T11:56:50+01:00 (Saturday, July 26, 2025 11:56 AM)
No actionable suggestions for changed features.

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github-actions Bot commented Jul 26, 2025

✅ A pre-release build is available for this PR:
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@doodlum doodlum closed this Jul 27, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (1)
src/Deferred.cpp (1)

769-799: Implementation looks correct, but consider the architectural approach.

The shader name-based dispatch logic is sound and uses efficient data structures (ankerl::unordered_dense::map). However, the method name "HDRShaderHacks" suggests this is a temporary workaround rather than a proper architectural solution.

Consider renaming to something like HandleHDRImageSpaceShaders() or ProcessHDRShaderBinding() to better reflect its purpose as part of the HDR processing pipeline rather than a "hack."

📜 Review details

Configuration used: .coderabbit.yaml
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between aa4304c and a1a8c99.

⛔ Files ignored due to path filters (1)
  • package/Shaders/ISHDR.hlsl is excluded by !**/*.hlsl
📒 Files selected for processing (1)
  • src/Deferred.cpp (2 hunks)
🧰 Additional context used
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-06-24T07:17:36.604Z
Learning: When reviewing PRs, always clarify the scope if there are multiple related features or dependencies. WeatherPicker was a separate PR that was already merged, while this PR focuses specifically on WetnessEffects climate preset system enhancements.
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-18T15:21:03.641Z
Learning: In the skyrim-community-shaders rendering pipeline, materials with alpha < 1 or alpha blending enabled are rendered in non-deferred mode rather than deferred mode. This means issues with dynamic cubemaps on transparent materials are actually non-deferred rendering issues.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.
src/Deferred.cpp (6)

Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-18T15:21:03.641Z
Learning: In the skyrim-community-shaders rendering pipeline, materials with alpha < 1 or alpha blending enabled are rendered in non-deferred mode rather than deferred mode. This means issues with dynamic cubemaps on transparent materials are actually non-deferred rendering issues.

Learnt from: alandtse
PR: #577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.

Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.

Learnt from: davo0411
PR: #1070
File: src/State.cpp:79-83
Timestamp: 2025-05-30T11:44:15.542Z
Learning: In the Skyrim Community Shaders project, the smoothDrawCalls array in the State class is declared as type double in src/State.h, which is the correct floating-point type for performing exponential moving average smoothing calculations.

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🔇 Additional comments (3)
src/Deferred.cpp (3)

111-124: LGTM! Standard HDR adaptation texture setup.

The implementation correctly creates double-buffered 2x2 adaptation textures with appropriate format (DXGI_FORMAT_R16G16B16A16_FLOAT) for HDR luminance adaptation. The small texture size and ping-pong buffer approach is standard for HDR adaptation algorithms.


801-810: Correct ping-pong buffer implementation for HDR adaptation.

The double-buffering logic properly alternates between reading from the previous frame's adaptation texture and writing to the current frame's texture. Using frameCount % 2 for synchronization and the !frameSwap pattern for write targeting is standard and correct.


812-822: Correct HDR shader binding with proper sequencing.

The method correctly binds the most recently updated adaptation texture (!frameSwap) to slot 2, ensuring HDR shaders receive current adaptation data. The optional LUT texture binding with null check is also properly implemented.

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2 participants