render: gles2: Add colour conversion matrix to shaders

This allows mapping to YCbCr without modifying the shader itself.

Signed-off-by: Andri Yngvason <andri@yngvason.is>
This commit is contained in:
Andri Yngvason 2026-04-16 13:30:21 +00:00
parent 20c2085057
commit 2283e05c30
7 changed files with 31 additions and 10 deletions

View file

@ -11,6 +11,13 @@
#define MAX_QUADS 86 // 4kb
static const GLfloat color_matrix_identity[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
static const struct wlr_render_pass_impl render_pass_impl;
static struct wlr_gles2_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) {
@ -227,6 +234,7 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
WLR_RENDER_BLEND_MODE_NONE : options->blend_mode);
glUseProgram(shader->program);
glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_identity);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex);
@ -276,6 +284,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
} else {
setup_blending(blend_mode);
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, color_matrix_identity);
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
render(&box, options->clip, renderer->shaders.quad.pos_attrib);