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render/vulkan: add luminance multipler for output shader
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3 changed files with 16 additions and 0 deletions
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@ -339,6 +339,7 @@ struct wlr_vk_vert_pcr_data {
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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 luminance_multiplier;
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float lut_3d_offset;
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float lut_3d_scale;
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};
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@ -149,6 +149,11 @@ static VkSemaphore render_pass_wait_sync_file(struct wlr_vk_render_pass *pass,
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return *sem_ptr;
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}
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static float get_luminance_multiplier(const struct wlr_color_luminances *src_lum,
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const struct wlr_color_luminances *dst_lum) {
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return (dst_lum->reference / src_lum->reference) * (src_lum->max / dst_lum->max);
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}
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static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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struct wlr_vk_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_vk_renderer *renderer = pass->renderer;
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@ -197,6 +202,7 @@ 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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.luminance_multiplier = 1,
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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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@ -238,6 +244,12 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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pipeline = render_buffer->plain.render_setup->output_pipe_pq;
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break;
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}
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struct wlr_color_luminances srgb_lum, dst_lum;
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wlr_color_transfer_function_get_default_luminance(
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WLR_COLOR_TRANSFER_FUNCTION_SRGB, &srgb_lum);
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wlr_color_transfer_function_get_default_luminance(tf, &dst_lum);
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frag_pcr_data.luminance_multiplier = get_luminance_multiplier(&srgb_lum, &dst_lum);
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}
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bind_pipeline(pass, pipeline);
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vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
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@ -10,6 +10,7 @@ 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, row_major) uniform UBO {
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layout(offset = 80) mat4 matrix;
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float luminance_multiplier;
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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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@ -56,6 +57,8 @@ void main() {
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rgb = in_color.rgb / alpha;
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}
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rgb *= data.luminance_multiplier;
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rgb = mat3(data.matrix) * rgb;
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if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
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