Experimental FP16#11000
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why would shaders break under FP16? Does it not have an A channel? OpenGL should abstract it away, no? Also, what about performance? Is there any noticeable impact? |
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FP16 can go outside 0.0-1.0 color range and needs explicit clamping if the shader produces values outside this range. Blur produces such values with my config (mostly defaults for blur) and wallpaper. Might not be visible with some other settings and darker wallpapers. I've fixed this for my case, might not be enough for everyone. Shadows and some other stuff might be affected aswell. |
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we should in general provide a setting to skip the entire CM pipelines |
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Ah, nevermind, I just noticed that the blur is happening in the monitor's color space. In that case the clamp makes sense. The blur really should be done in linear space for best results, though. |
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Blur stuff is complicated and should be rewritten. But it'll make some older hw sad. Compositing in general will be easier in linear space but it requires a lot of internal changes and will break some external plugins. |
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Hi, I've built this branch into my system and Horizion: Forbidden West runs without the Specs If I will not be any help, I'll step away. but I appreciate someone taking up the |
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Moved the good stuff to #11499 |
Describe your PR, what does it fix/add?
experimental:use_fp16to create internal framebuffers with FP16 format. Requires restart or something else to trigger framebuffer recreation.Is there anything you want to mention? (unchecked code, possible bugs, found problems, breaking compatibility, etc.)
If a client provides an fp16 buffer it is passed to the CM shader without modification and this shader can do its math without clamping then fp16 is not required for scRGB -> HDR10 PQ conversion and the issues below can be ignored for now.
Most of the shaders, mirroring and image export stuff aren't ready to deal with FP16. This PR focuses on correct scRGB handling.
Known issues:
Is it ready for merging, or does it need work?
WIP needs fixes described in #10558