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synced 2026-04-17 06:46:39 -04:00
render/vulkan: Use shader variants for different output transforms
This commit is contained in:
parent
d9345f4d9c
commit
26006035b6
5 changed files with 107 additions and 77 deletions
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@ -268,7 +268,8 @@ struct wlr_vk_renderer {
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VkShaderModule vert_module;
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VkShaderModule vert_module;
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VkShaderModule tex_frag_module;
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VkShaderModule tex_frag_module;
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VkShaderModule quad_frag_module;
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VkShaderModule quad_frag_module;
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VkShaderModule output_module;
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VkShaderModule output_module_srgb;
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VkShaderModule output_module_3d_lut;
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struct wl_list pipeline_layouts; // struct wlr_vk_pipeline_layout.link
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struct wl_list pipeline_layouts; // struct wlr_vk_pipeline_layout.link
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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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.uv_size = { 1, 1 },
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};
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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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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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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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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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VkDescriptorSet ds[2];
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if (pass->color_transform && pass->color_transform->type == COLOR_TRANSFORM_LUT_3D) {
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size_t ds_len = 0;
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struct wlr_vk_color_transform *transform =
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ds[ds_len++] = render_buffer->plain.blend_descriptor_set;
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get_color_transform(pass->color_transform, renderer);
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assert(transform);
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VkPipeline pl = render_buffer->plain.render_setup->output_pipe_srgb;
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lut_ds = transform->lut_3d.ds;
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if (pass->color_transform) {
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} else {
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switch (pass->color_transform->type){
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lut_ds = renderer->output_ds_lut3d_dummy;
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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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}
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VkDescriptorSet ds[] = {
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render_buffer->plain.blend_descriptor_set, // set 0
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bind_pipeline(pass, pl);
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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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vkCmdBindDescriptorSets(render_cb->vk,
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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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VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout,
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0, ds_len, ds, 0, NULL);
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0, ds_len, ds, 0, NULL);
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@ -24,7 +24,8 @@
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#include "render/vulkan/shaders/common.vert.h"
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#include "render/vulkan/shaders/common.vert.h"
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#include "render/vulkan/shaders/texture.frag.h"
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#include "render/vulkan/shaders/texture.frag.h"
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#include "render/vulkan/shaders/quad.frag.h"
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#include "render/vulkan/shaders/quad.frag.h"
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#include "render/vulkan/shaders/output.frag.h"
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#include "render/vulkan/shaders/output_inverse_rgb.frag.h"
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#include "render/vulkan/shaders/output_lut_3d.frag.h"
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#include "types/wlr_buffer.h"
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#include "types/wlr_buffer.h"
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#include "types/wlr_matrix.h"
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#include "types/wlr_matrix.h"
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@ -1117,7 +1118,8 @@ static void vulkan_destroy(struct wlr_renderer *wlr_renderer) {
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vkDestroyShaderModule(dev->dev, renderer->vert_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->vert_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->tex_frag_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->tex_frag_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->quad_frag_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->quad_frag_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->output_module, NULL);
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vkDestroyShaderModule(dev->dev, renderer->output_module_srgb, NULL);
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vkDestroyShaderModule(dev->dev, renderer->output_module_3d_lut, NULL);
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struct wlr_vk_pipeline_layout *pipeline_layout, *pipeline_layout_tmp;
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struct wlr_vk_pipeline_layout *pipeline_layout, *pipeline_layout_tmp;
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wl_list_for_each_safe(pipeline_layout, pipeline_layout_tmp,
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wl_list_for_each_safe(pipeline_layout, pipeline_layout_tmp,
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@ -1797,18 +1799,15 @@ static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
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VkResult res;
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VkResult res;
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VkDevice dev = renderer->dev->dev;
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VkDevice dev = renderer->dev->dev;
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uint32_t output_transform_type = transform;
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VkShaderModule output_module;
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VkSpecializationMapEntry spec_entry = {
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switch(transform) {
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.constantID = 0,
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case WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB:
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.offset = 0,
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output_module = renderer->output_module_srgb;
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.size = sizeof(uint32_t),
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break;
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};
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case WLR_VK_OUTPUT_TRANSFORM_LUT3D:
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VkSpecializationInfo specialization = {
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output_module = renderer->output_module_3d_lut;
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.mapEntryCount = 1,
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break;
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.pMapEntries = &spec_entry,
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}
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.dataSize = sizeof(uint32_t),
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.pData = &output_transform_type,
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};
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VkPipelineShaderStageCreateInfo tex_stages[2] = {
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VkPipelineShaderStageCreateInfo tex_stages[2] = {
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{
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{
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@ -1820,9 +1819,8 @@ static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
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{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = renderer->output_module,
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.module = output_module,
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.pName = "main",
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.pName = "main",
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.pSpecializationInfo = &specialization,
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},
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},
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};
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};
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@ -2140,12 +2138,25 @@ static bool init_static_render_data(struct wlr_vk_renderer *renderer) {
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sinfo = (VkShaderModuleCreateInfo){
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sinfo = (VkShaderModuleCreateInfo){
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.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
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.codeSize = sizeof(output_frag_data),
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.codeSize = sizeof(output_inverse_rgb_data),
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.pCode = output_frag_data,
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.pCode = output_inverse_rgb_data,
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};
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};
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res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module);
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res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module_srgb);
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if (res != VK_SUCCESS) {
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if (res != VK_SUCCESS) {
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wlr_vk_error("Failed to create blend->output fragment shader module", res);
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wlr_vk_error("Failed to create blend->output fragment shader module for srgb", res);
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return false;
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}
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sinfo = (VkShaderModuleCreateInfo){
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.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
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.codeSize = sizeof(output_lut_3d_data),
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.pCode = output_lut_3d_data,
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};
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res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->output_module_3d_lut);
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if (res != VK_SUCCESS) {
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wlr_vk_error("Failed to create blend->output fragment shader module for 3d lut", res);
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return false;
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return false;
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}
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}
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@ -2,7 +2,6 @@ vulkan_shaders_src = [
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'common.vert',
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'common.vert',
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'texture.frag',
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'texture.frag',
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'quad.frag',
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'quad.frag',
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'output.frag',
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]
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]
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vulkan_shaders = []
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vulkan_shaders = []
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@ -21,4 +20,24 @@ foreach shader : vulkan_shaders_src
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vulkan_shaders += [header]
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vulkan_shaders += [header]
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endforeach
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endforeach
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vulkan_shader_output_color_transforms = {
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'inverse_rgb': '0',
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'lut_3d': '1',
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}
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foreach name, ident : vulkan_shader_output_color_transforms
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name = 'output_' + name
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args = [glslang, '-DOUTPUT_TRANSFORM=' + ident, '-V', '@INPUT@', '-o', '@OUTPUT@', '--vn', name + '_data']
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if glslang_version.version_compare('>=11.0.0')
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args += '--quiet'
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endif
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header = custom_target(
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name + '.frag_spv',
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output: name + '.frag.h',
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input: 'output.frag',
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command: args)
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vulkan_shaders += [header]
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endforeach
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wlr_files += vulkan_shaders
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wlr_files += vulkan_shaders
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@ -2,22 +2,22 @@
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color;
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color;
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layout(set = 1, binding = 0) uniform sampler3D lut_3d;
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// Matches enum wlr_vk_output_transform
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#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
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#define OUTPUT_TRANSFORM_LUT_3D 1
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layout(location = 0) in vec2 uv;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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/* struct wlr_vk_frag_output_pcr_data */
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#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D
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layout(push_constant) uniform UBO {
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layout(set = 1, binding = 0) uniform sampler3D lut_3d;
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layout(offset = 80) float lut_3d_offset;
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float lut_3d_scale;
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} data;
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layout (constant_id = 0) const int OUTPUT_TRANSFORM = 0;
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/* struct wlr_vk_frag_output_pcr_data */
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layout(push_constant) uniform UBO {
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// Matches enum wlr_vk_output_transform
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layout(offset = 80) float lut_3d_offset;
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#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
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float lut_3d_scale;
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#define OUTPUT_TRANSFORM_LUT_3D 1
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} data;
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#endif
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float linear_channel_to_srgb(float x) {
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float linear_channel_to_srgb(float x) {
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return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
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return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
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@ -33,17 +33,19 @@ void main() {
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// Convert from pre-multiplied alpha to straight alpha
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// Convert from pre-multiplied alpha to straight alpha
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vec3 rgb = val.rgb / val.a;
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vec3 rgb = val.rgb / val.a;
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if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
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#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D
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// Apply 3D LUT
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// Apply 3D LUT
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vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
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vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
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rgb = texture(lut_3d, pos).rgb;
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rgb = texture(lut_3d, pos).rgb;
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} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
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#endif
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rgb = vec3(
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linear_channel_to_srgb(rgb.r),
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#if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_INVERSE_SRGB
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linear_channel_to_srgb(rgb.g),
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rgb = vec3(
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linear_channel_to_srgb(rgb.b)
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linear_channel_to_srgb(rgb.r),
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);
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linear_channel_to_srgb(rgb.g),
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}
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linear_channel_to_srgb(rgb.b)
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);
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#endif
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// Back to pre-multiplied alpha
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// Back to pre-multiplied alpha
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out_color = vec4(rgb * val.a, val.a);
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out_color = vec4(rgb * val.a, val.a);
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