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render/vulkan: Use shader variants for different output transforms
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d9345f4d9c
commit
26006035b6
5 changed files with 107 additions and 77 deletions
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@ -117,44 +117,41 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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.uv_size = { 1, 1 },
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};
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size_t dim = 1;
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if (pass->color_transform && pass->color_transform->type == COLOR_TRANSFORM_LUT_3D) {
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struct wlr_color_transform_lut3d *lut3d =
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wlr_color_transform_lut3d_from_base(pass->color_transform);
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dim = lut3d->dim_len;
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}
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struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
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.lut_3d_offset = 0.5f / dim,
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.lut_3d_scale = (float)(dim - 1) / dim,
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};
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mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
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if (pass->color_transform) {
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bind_pipeline(pass, render_buffer->plain.render_setup->output_pipe_lut3d);
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} else {
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bind_pipeline(pass, render_buffer->plain.render_setup->output_pipe_srgb);
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}
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vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
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VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
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vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
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sizeof(frag_pcr_data), &frag_pcr_data);
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VkDescriptorSet lut_ds;
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if (pass->color_transform && pass->color_transform->type == COLOR_TRANSFORM_LUT_3D) {
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struct wlr_vk_color_transform *transform =
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get_color_transform(pass->color_transform, renderer);
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assert(transform);
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lut_ds = transform->lut_3d.ds;
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} else {
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lut_ds = renderer->output_ds_lut3d_dummy;
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VkDescriptorSet ds[2];
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size_t ds_len = 0;
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ds[ds_len++] = render_buffer->plain.blend_descriptor_set;
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VkPipeline pl = render_buffer->plain.render_setup->output_pipe_srgb;
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if (pass->color_transform) {
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switch (pass->color_transform->type){
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case COLOR_TRANSFORM_LUT_3D: {
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pl = render_buffer->plain.render_setup->output_pipe_lut3d;
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struct wlr_vk_color_transform *transform =
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get_color_transform(pass->color_transform, renderer);
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ds[ds_len++] = transform->lut_3d.ds;
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struct wlr_color_transform_lut3d *lut =
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wlr_color_transform_lut3d_from_base(pass->color_transform);
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struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
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.lut_3d_offset = 0.5f / lut->dim_len,
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.lut_3d_scale = (float)(lut->dim_len - 1) / lut->dim_len,
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};
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vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
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sizeof(frag_pcr_data), &frag_pcr_data);
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break;
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}
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case COLOR_TRANSFORM_SRGB:
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break;
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}
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}
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VkDescriptorSet ds[] = {
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render_buffer->plain.blend_descriptor_set, // set 0
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lut_ds, // set 1
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};
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size_t ds_len = sizeof(ds) / sizeof(ds[0]);
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bind_pipeline(pass, pl);
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vkCmdBindDescriptorSets(render_cb->vk,
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VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout,
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0, ds_len, ds, 0, NULL);
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