render/vulkan: add PQ inverse EOTF to output shader

This commit is contained in:
Simon Ser 2025-01-28 10:46:25 +01:00
parent f024d1b8c8
commit 8430a1922d
3 changed files with 26 additions and 4 deletions

View file

@ -163,7 +163,8 @@ enum wlr_vk_shader_source {
// fragment shader. Must match those in shaders/output.frag
enum wlr_vk_output_transform {
WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB = 0,
WLR_VK_OUTPUT_TRANSFORM_LUT3D = 1,
WLR_VK_OUTPUT_TRANSFORM_INVERSE_ST2084_PQ = 1,
WLR_VK_OUTPUT_TRANSFORM_LUT3D = 2,
};
struct wlr_vk_pipeline_key {
@ -193,6 +194,7 @@ struct wlr_vk_render_format_setup {
VkRenderPass render_pass;
VkPipeline output_pipe_srgb;
VkPipeline output_pipe_pq;
VkPipeline output_pipe_lut3d;
struct wlr_vk_renderer *renderer;