render/vulkan: Use shader variants for different output transforms

This commit is contained in:
Alexander Orzechowski 2024-08-24 23:25:08 -04:00
parent d9345f4d9c
commit 26006035b6
5 changed files with 107 additions and 77 deletions

View file

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