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render/vulkan: add PQ inverse EOTF to output shader
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3 changed files with 26 additions and 4 deletions
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@ -163,7 +163,8 @@ enum wlr_vk_shader_source {
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// fragment shader. Must match those in shaders/output.frag
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enum wlr_vk_output_transform {
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WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB = 0,
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WLR_VK_OUTPUT_TRANSFORM_LUT3D = 1,
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WLR_VK_OUTPUT_TRANSFORM_INVERSE_ST2084_PQ = 1,
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WLR_VK_OUTPUT_TRANSFORM_LUT3D = 2,
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};
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struct wlr_vk_pipeline_key {
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@ -193,6 +194,7 @@ struct wlr_vk_render_format_setup {
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VkRenderPass render_pass;
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VkPipeline output_pipe_srgb;
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VkPipeline output_pipe_pq;
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VkPipeline output_pipe_lut3d;
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struct wlr_vk_renderer *renderer;
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