HDR videos have blown-out whites
Reported by
sid...@outlook.com,
Nov 6
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Issue descriptionUserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/70.0.3538.77 Safari/537.36 Example URL: https://youtu.be/hVvEISFw9w0?t=48 Steps to reproduce the problem: 1. Have an HDR WCG display 2. Enable HDR and WCG in Windows control panel (start -> gear icon -> system -> display -> HDR and WCG -> ON) 3. Turn up the brightness for SDR content to 50 (at above control panel hit "HDR and WCG settings" -> move slider to 50) 4. Open the YouTube HDR video at https://youtu.be/hVvEISFw9w0?t=48 5. Observe that the white top of the tower is blown out and completely merges with the white clouds behind it. On Microsoft Edge, this is rendered perfectly fine. Please see attached photograph for Edge vs Chrome side-by-side comparison. I suspect that Chrome is doing something non-standard because under the slide in #3 above, Windows says "This doesn't affect HDR content" but in fact this DOES appear to affect Chrome's HDR content. Additional info about the test setup: a. Display is a Samsung Q6 FN 49" in RGB 444 mode on HDMI 1 b. Nvidia 1050 Ti at driver 416.34 (latest, 10/11/2018 release date) c. chrome://flags/#force-color-profile is default d. If chrome://flags/#force-color-profile is "scRGB" it 'fixes' the HDR video but makes everything else (typical SDR pages) totally washed out. This washed out behavior is exactly what #3 above is supposed to fix. What is the expected behavior? The white/near white objects should be distinct with details preserved. What went wrong? The white/near white objects were all on giant white mess. Did this work before? N/A Is it a problem with Flash or HTML5? HTML5 Does this work in other browsers? Yes Chrome version: 70.0.3538.77 Channel: stable OS Version: 10.0 Flash Version: Contents of chrome://gpu: Graphics Feature Status Canvas: Hardware accelerated Flash: Hardware accelerated Flash Stage3D: Hardware accelerated Flash Stage3D Baseline profile: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Out-of-process Rasterization: Disabled Hardware Protected Video Decode: Unavailable Rasterization: Hardware accelerated Skia Deferred Display List: Disabled Skia Renderer: Disabled Surface Synchronization: Enabled Video Decode: Hardware accelerated Viz Service Display Compositor: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_delayed_copy_nv12 disable_discard_framebuffer disable_framebuffer_cmaa exit_on_context_lost force_cube_complete scalarize_vec_and_mat_constructor_args disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Protected video decoding with swap chain is for Windows and Intel only Disabled Features: protected_video_decode Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Always rewrite vec/mat constructors to be consistent: 398694 Applied Workarounds: scalarize_vec_and_mat_constructor_args ANGLE crash on glReadPixels from incomplete cube map texture: 518889 Applied Workarounds: force_cube_complete Framebuffer discarding can hurt performance on non-tilers: 570897 Applied Workarounds: disable_discard_framebuffer Use GL_INTEL_framebuffer_CMAA on ChromeOS: 535198 Applied Workarounds: disable_framebuffer_cmaa Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670 Applied Workarounds: disable_delayed_copy_nv12 Native GpuMemoryBuffers have been disabled, either via about:flags or command line. Disabled Features: native_gpu_memory_buffers Viz service display compositor is not enabled by default. Disabled Features: viz_display_compositor Skia renderer is not used by default. Disabled Features: skia_renderer Skia deferred display list is not used by default. Disabled Features: skia_deferred_display_list Version Information Data exported 2018-11-06T19:06:03.474Z Chrome version Chrome/70.0.3538.77 Operating system Windows NT 10.0.17134 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/0f6ce0b0cd63a12cb4eccea3637b1bc9a29148d9/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/0f6ce0b0cd63a12cb4eccea3637b1bc9a29148d9/gpu/config/gpu_driver_bug_list.json ANGLE commit id 05c729f336ef 2D graphics backend Skia/70 193565807f7fd2a2c14e21b44c545cc03ebe134f- Command Line "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --profile-directory="Profile 2" --flag-switches-begin --flag-switches-end Driver Information Initialization time 450 In-process GPU false Passthrough Command Decoder false Sandboxed true GPU0 VENDOR = 0x10de [Google Inc.], DEVICE= 0x1c82 [ANGLE (NVIDIA GeForce GTX 1050 Ti Direct3D11 vs_5_0 ps_5_0)] *ACTIVE* Optimus false AMD switchable false Desktop compositing Aero Glass Direct Composition true Supports overlays false Overlay capabilities Diagonal Monitor Size of \\.\DISPLAY1 84.5" Driver D3D12 feature level D3D 12.1 Driver Vulkan API version Vulkan API 1.1.0 Driver vendor NVIDIA Driver version 416.34 Driver date 10-10-2018 GPU CUDA compute capability major version 6 Pixel shader version 5.0 Vertex shader version 5.0 Max. MSAA samples 8 Machine model name Machine model version GL_VENDOR Google Inc. GL_RENDERER ANGLE (NVIDIA GeForce GTX 1050 Ti Direct3D11 vs_5_0 ps_5_0) GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.05c729f336ef) GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions Window system binding vendor Google Inc. (adapter LUID: 000000000000c20f) Window system binding version 1.4 (ANGLE 2.1.0.05c729f336ef) Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled Direct rendering Yes Reset notification strategy 0x8252 GPU process crash count 0 Compositor Information Tile Update Mode One-copy Partial Raster Enabled GpuMemoryBuffers Status ATC Software only ATCIA Software only DXT1 Software only DXT5 Software only ETC1 Software only R_8 Software only R_16 Software only RG_88 Software only BGR_565 Software only RGBA_4444 Software only RGBX_8888 GPU_READ, SCANOUT RGBA_8888 GPU_READ, SCANOUT BGRX_8888 Software only BGRX_1010102 Software only RGBX_1010102 Software only BGRA_8888 Software only RGBA_F16 Software only YVU_420 Software only YUV_420_BIPLANAR Software only UYVY_422 Software only Display(s) Information Info Display[2528732444] bounds=[0,0 3072x1728], workarea=[0,0 3072x1688], scale=1.25, external. Color space information {primaries_d50_referred: [[0.6484, 0.3309], [0.3212, 0.5979], [0.1559, 0.0660]], transfer:LINEAR_HDR, matrix:RGB, range:FULL} Bits per color component 16 Bits per pixel 48 Video Acceleration Information Decode h264 baseline up to 4096x2304 pixels Decode h264 baseline up to 2304x4096 pixels Decode h264 main up to 4096x2304 pixels Decode h264 main up to 2304x4096 pixels Decode h264 high up to 4096x2304 pixels Decode h264 high up to 2304x4096 pixels Decode vp8 up to 7680x4320 pixels Decode vp8 up to 4320x7680 pixels Decode vp9 profile0 up to 7680x4320 pixels Decode vp9 profile0 up to 4320x7680 pixels Decode vp9 profile1 up to 7680x4320 pixels Decode vp9 profile1 up to 4320x7680 pixels Decode vp9 profile2 up to 7680x4320 pixels Decode vp9 profile2 up to 4320x7680 pixels Decode vp9 profile3 up to 7680x4320 pixels Decode vp9 profile3 up to 4320x7680 pixels Encode h264 baseline up to 3840x2176 pixels and/or 30.000 fps Encode h264 main up to 3840x2176 pixels and/or 30.000 fps Encode h264 high up to 3840x2176 pixels and/or 30.000 fps Diagnostics ... loading ... Log Messages GpuProcessHostUIShim:
,
Nov 6
Chrome and Edge behaves differently. We have yet to come to an agreement on what the correct behavior is. Edge currently has no way to adjust the brightness of HDR content, which leads to poor viewing in bright environments. It also encourages HDR content creators to ignore mastering guidelines, which makes it more difficult to display HDR content in a good way. Chrome on the other hand has problems with blowing out bright colors, as you correctly point out.
,
Nov 6
Thanks. But isn't the brightness specified in the metadata of HDR content in absolute units of nits or cd/m^2 that's merely passed through to the display for it to use? If it were a relative measure, I can imagine Chrome attempting to base it off a user adjustable baseline. The way I understand things with the HDMI HDR stack, given a color profile, middleware between content and display shouldn't be making adjustments. It appears that Chrome is distorting the signals itself by incorrect processing i.e. by the time the display gets the signal, its already blown out. To be honest, I don't know/care what Edge does under the hood, it's rendering content very well in both light and dark environments. What is the recommendation to users for HDR videos in Chrome?
,
Nov 6
I forgot to add that Edge's rendering of the same video matches the rendering on the native YouTube apps on Samsung, Sony and LG TVs. i.e. if you don't connect them to any computer but instead launch the YouTube app on those Smart TVs' embedded operating system, their rendering performance (happens?) to match that of Windows 10 + Edge. The Sony and LG ones are even Dolby Vision certified, so I'm willing to bet they're more stringent about the HDR processing pipeline, so if they are different from Chrome's results, its a red-flag on Chrome to introspect. BTW, you can walk into a BestBuy and try it yourself like I did :)
,
Nov 6
The HDR data is intended to be interpreted as absolute nits, but in a dim/dark viewing environment. Even Dolby acknowledges that some adjustments needs to be made when showing content in a brighter environment. When you turn up the SDR brightness slider, chrome assumes that you're in a bright environment and adjusts the HDR content accordingly. Personally I find that if I set the SDR slider around 35, the brightness of my HDR display matches my non-HDR monitor for SDR apps, and most HDR content looks fine. |
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Comment 1 by dalecur...@chromium.org
, Nov 6Status: Assigned (was: Unconfirmed)