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

@ -268,7 +268,8 @@ struct wlr_vk_renderer {
VkShaderModule vert_module; VkShaderModule vert_module;
VkShaderModule tex_frag_module; VkShaderModule tex_frag_module;
VkShaderModule quad_frag_module; VkShaderModule quad_frag_module;
VkShaderModule output_module; VkShaderModule output_module_srgb;
VkShaderModule output_module_3d_lut;
struct wl_list pipeline_layouts; // struct wlr_vk_pipeline_layout.link struct wl_list pipeline_layouts; // struct wlr_vk_pipeline_layout.link

View file

@ -117,44 +117,41 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
.uv_size = { 1, 1 }, .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); 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, vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data); 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; VkDescriptorSet ds[2];
if (pass->color_transform && pass->color_transform->type == COLOR_TRANSFORM_LUT_3D) { size_t ds_len = 0;
struct wlr_vk_color_transform *transform = ds[ds_len++] = render_buffer->plain.blend_descriptor_set;
get_color_transform(pass->color_transform, renderer);
assert(transform); VkPipeline pl = render_buffer->plain.render_setup->output_pipe_srgb;
lut_ds = transform->lut_3d.ds; if (pass->color_transform) {
} else { switch (pass->color_transform->type){
lut_ds = renderer->output_ds_lut3d_dummy; 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 bind_pipeline(pass, pl);
lut_ds, // set 1
};
size_t ds_len = sizeof(ds) / sizeof(ds[0]);
vkCmdBindDescriptorSets(render_cb->vk, vkCmdBindDescriptorSets(render_cb->vk,
VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout, VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout,
0, ds_len, ds, 0, NULL); 0, ds_len, ds, 0, NULL);

View file

@ -24,7 +24,8 @@
#include "render/vulkan/shaders/common.vert.h" #include "render/vulkan/shaders/common.vert.h"
#include "render/vulkan/shaders/texture.frag.h" #include "render/vulkan/shaders/texture.frag.h"
#include "render/vulkan/shaders/quad.frag.h" #include "render/vulkan/shaders/quad.frag.h"
#include "render/vulkan/shaders/output.frag.h" #include "render/vulkan/shaders/output_inverse_rgb.frag.h"
#include "render/vulkan/shaders/output_lut_3d.frag.h"
#include "types/wlr_buffer.h" #include "types/wlr_buffer.h"
#include "types/wlr_matrix.h" #include "types/wlr_matrix.h"
@ -1117,7 +1118,8 @@ static void vulkan_destroy(struct wlr_renderer *wlr_renderer) {
vkDestroyShaderModule(dev->dev, renderer->vert_module, NULL); vkDestroyShaderModule(dev->dev, renderer->vert_module, NULL);
vkDestroyShaderModule(dev->dev, renderer->tex_frag_module, NULL); vkDestroyShaderModule(dev->dev, renderer->tex_frag_module, NULL);
vkDestroyShaderModule(dev->dev, renderer->quad_frag_module, NULL); vkDestroyShaderModule(dev->dev, renderer->quad_frag_module, NULL);
vkDestroyShaderModule(dev->dev, renderer->output_module, NULL); vkDestroyShaderModule(dev->dev, renderer->output_module_srgb, NULL);
vkDestroyShaderModule(dev->dev, renderer->output_module_3d_lut, NULL);
struct wlr_vk_pipeline_layout *pipeline_layout, *pipeline_layout_tmp; struct wlr_vk_pipeline_layout *pipeline_layout, *pipeline_layout_tmp;
wl_list_for_each_safe(pipeline_layout, pipeline_layout_tmp, wl_list_for_each_safe(pipeline_layout, pipeline_layout_tmp,
@ -1797,18 +1799,15 @@ static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
VkResult res; VkResult res;
VkDevice dev = renderer->dev->dev; VkDevice dev = renderer->dev->dev;
uint32_t output_transform_type = transform; VkShaderModule output_module;
VkSpecializationMapEntry spec_entry = { switch(transform) {
.constantID = 0, case WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB:
.offset = 0, output_module = renderer->output_module_srgb;
.size = sizeof(uint32_t), break;
}; case WLR_VK_OUTPUT_TRANSFORM_LUT3D:
VkSpecializationInfo specialization = { output_module = renderer->output_module_3d_lut;
.mapEntryCount = 1, break;
.pMapEntries = &spec_entry, }
.dataSize = sizeof(uint32_t),
.pData = &output_transform_type,
};
VkPipelineShaderStageCreateInfo tex_stages[2] = { VkPipelineShaderStageCreateInfo tex_stages[2] = {
{ {
@ -1820,9 +1819,8 @@ static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
{ {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT, .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = renderer->output_module, .module = output_module,
.pName = "main", .pName = "main",
.pSpecializationInfo = &specialization,
}, },
}; };
@ -2140,12 +2138,25 @@ static bool init_static_render_data(struct wlr_vk_renderer *renderer) {
sinfo = (VkShaderModuleCreateInfo){ sinfo = (VkShaderModuleCreateInfo){
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = sizeof(output_frag_data), .codeSize = sizeof(output_inverse_rgb_data),
.pCode = output_frag_data, .pCode = output_inverse_rgb_data,
}; };
res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module);
res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module_srgb);
if (res != VK_SUCCESS) { if (res != VK_SUCCESS) {
wlr_vk_error("Failed to create blend->output fragment shader module", res); wlr_vk_error("Failed to create blend->output fragment shader module for srgb", res);
return false;
}
sinfo = (VkShaderModuleCreateInfo){
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = sizeof(output_lut_3d_data),
.pCode = output_lut_3d_data,
};
res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module_3d_lut);
if (res != VK_SUCCESS) {
wlr_vk_error("Failed to create blend->output fragment shader module for 3d lut", res);
return false; return false;
} }

View file

@ -2,7 +2,6 @@ vulkan_shaders_src = [
'common.vert', 'common.vert',
'texture.frag', 'texture.frag',
'quad.frag', 'quad.frag',
'output.frag',
] ]
vulkan_shaders = [] vulkan_shaders = []
@ -21,4 +20,24 @@ foreach shader : vulkan_shaders_src
vulkan_shaders += [header] vulkan_shaders += [header]
endforeach 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 wlr_files += vulkan_shaders

View file

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