render/vulkan: add texture color transformation matrix

This commit is contained in:
Simon Ser 2025-02-27 16:57:00 +01:00
parent 56d95c2ecb
commit 3a51a5c623
3 changed files with 10 additions and 7 deletions

View file

@ -340,6 +340,7 @@ struct wlr_vk_vert_pcr_data {
};
struct wlr_vk_frag_texture_pcr_data {
float matrix[4][4]; // only a 3x3 subset is used
float alpha;
};

View file

@ -816,9 +816,13 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
return;
}
float color_matrix[9];
wlr_matrix_identity(color_matrix);
struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
.alpha = alpha,
};
encode_color_matrix(color_matrix, frag_pcr_data.matrix);
bind_pipeline(pass, pipe->vk);

View file

@ -6,8 +6,9 @@ layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
// struct wlr_vk_frag_texture_pcr_data
layout(push_constant) uniform UBO {
layout(offset = 80) float alpha;
layout(push_constant, row_major) uniform UBO {
layout(offset = 80) mat4 matrix;
float alpha;
} data;
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
@ -33,11 +34,6 @@ vec3 srgb_color_to_linear(vec3 color) {
void main() {
vec4 in_color = textureLod(tex, uv, 0);
if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_IDENTITY) {
out_color = in_color * data.alpha;
return;
}
// Convert from pre-multiplied alpha to straight alpha
float alpha = in_color.a;
vec3 rgb;
@ -51,6 +47,8 @@ void main() {
rgb = srgb_color_to_linear(rgb);
}
rgb = mat3(data.matrix) * rgb;
// Back to pre-multiplied alpha
out_color = vec4(rgb * alpha, alpha);