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

@ -2,7 +2,6 @@ vulkan_shaders_src = [
'common.vert',
'texture.frag',
'quad.frag',
'output.frag',
]
vulkan_shaders = []
@ -21,4 +20,24 @@ foreach shader : vulkan_shaders_src
vulkan_shaders += [header]
endforeach
vulkan_shader_output_color_transforms = {
'inverse_rgb': '0',
'lut_3d': '1',
}
foreach name, ident : vulkan_shader_output_color_transforms
name = 'output_' + name
args = [glslang, '-DOUTPUT_TRANSFORM=' + ident, '-V', '@INPUT@', '-o', '@OUTPUT@', '--vn', name + '_data']
if glslang_version.version_compare('>=11.0.0')
args += '--quiet'
endif
header = custom_target(
name + '.frag_spv',
output: name + '.frag.h',
input: 'output.frag',
command: args)
vulkan_shaders += [header]
endforeach
wlr_files += vulkan_shaders

View file

@ -2,22 +2,22 @@
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color;
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
// Matches enum wlr_vk_output_transform
#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
#define OUTPUT_TRANSFORM_LUT_3D 1
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
/* struct wlr_vk_frag_output_pcr_data */
layout(push_constant) uniform UBO {
layout(offset = 80) float lut_3d_offset;
float lut_3d_scale;
} data;
#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
layout (constant_id = 0) const int OUTPUT_TRANSFORM = 0;
// Matches enum wlr_vk_output_transform
#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
#define OUTPUT_TRANSFORM_LUT_3D 1
/* struct wlr_vk_frag_output_pcr_data */
layout(push_constant) uniform UBO {
layout(offset = 80) float lut_3d_offset;
float lut_3d_scale;
} data;
#endif
float linear_channel_to_srgb(float x) {
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
@ -33,17 +33,19 @@ void main() {
// Convert from pre-multiplied alpha to straight alpha
vec3 rgb = val.rgb / val.a;
if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
// Apply 3D LUT
vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
rgb = texture(lut_3d, pos).rgb;
} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
rgb = vec3(
linear_channel_to_srgb(rgb.r),
linear_channel_to_srgb(rgb.g),
linear_channel_to_srgb(rgb.b)
);
}
#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D
// Apply 3D LUT
vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
rgb = texture(lut_3d, pos).rgb;
#endif
#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_INVERSE_SRGB
rgb = vec3(
linear_channel_to_srgb(rgb.r),
linear_channel_to_srgb(rgb.g),
linear_channel_to_srgb(rgb.b)
);
#endif
// Back to pre-multiplied alpha
out_color = vec4(rgb * val.a, val.a);