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render/vulkan: add color transformation matrix
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a30c102163
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3 changed files with 12 additions and 3 deletions
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@ -335,6 +335,7 @@ struct wlr_vk_vert_pcr_data {
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};
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struct wlr_vk_frag_output_pcr_data {
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float matrix[4][4]; // only a 3x3 subset is used
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float lut_3d_offset;
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float lut_3d_scale;
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};
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@ -178,6 +178,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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.uv_off = { 0, 0 },
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.uv_size = { 1, 1 },
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};
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mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
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struct wlr_vk_color_transform *transform = NULL;
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size_t dim = 1;
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@ -188,10 +189,14 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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}
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struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
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.matrix = {
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{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1},
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},
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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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@ -8,8 +8,9 @@ layout(location = 0) in vec2 uv;
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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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layout(push_constant) uniform UBO {
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layout(offset = 80) float lut_3d_offset;
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layout(push_constant, row_major) uniform UBO {
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layout(offset = 80) mat4 matrix;
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float lut_3d_offset;
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float lut_3d_scale;
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} data;
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@ -43,6 +44,8 @@ void main() {
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rgb = in_color.rgb / alpha;
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}
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rgb = mat3(data.matrix) * rgb;
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if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
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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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