render/vulkan: add color transformation matrix

This commit is contained in:
Simon Ser 2025-01-27 18:04:53 +01:00
parent a30c102163
commit 2ea0e386c4
3 changed files with 12 additions and 3 deletions

View file

@ -335,6 +335,7 @@ struct wlr_vk_vert_pcr_data {
}; };
struct wlr_vk_frag_output_pcr_data { struct wlr_vk_frag_output_pcr_data {
float matrix[4][4]; // only a 3x3 subset is used
float lut_3d_offset; float lut_3d_offset;
float lut_3d_scale; float lut_3d_scale;
}; };

View file

@ -178,6 +178,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
.uv_off = { 0, 0 }, .uv_off = { 0, 0 },
.uv_size = { 1, 1 }, .uv_size = { 1, 1 },
}; };
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
struct wlr_vk_color_transform *transform = NULL; struct wlr_vk_color_transform *transform = NULL;
size_t dim = 1; size_t dim = 1;
@ -188,10 +189,14 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
} }
struct wlr_vk_frag_output_pcr_data frag_pcr_data = { struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
.matrix = {
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
},
.lut_3d_offset = 0.5f / dim, .lut_3d_offset = 0.5f / dim,
.lut_3d_scale = (float)(dim - 1) / dim, .lut_3d_scale = (float)(dim - 1) / dim,
}; };
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
if (pass->color_transform) { if (pass->color_transform) {
bind_pipeline(pass, render_buffer->plain.render_setup->output_pipe_lut3d); bind_pipeline(pass, render_buffer->plain.render_setup->output_pipe_lut3d);

View file

@ -8,8 +8,9 @@ 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 */ /* struct wlr_vk_frag_output_pcr_data */
layout(push_constant) uniform UBO { layout(push_constant, row_major) uniform UBO {
layout(offset = 80) float lut_3d_offset; layout(offset = 80) mat4 matrix;
float lut_3d_offset;
float lut_3d_scale; float lut_3d_scale;
} data; } data;
@ -43,6 +44,8 @@ void main() {
rgb = in_color.rgb / alpha; rgb = in_color.rgb / alpha;
} }
rgb = mat3(data.matrix) * rgb;
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;