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render/vulkan: add support for PQ for textures
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3a51a5c623
commit
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3 changed files with 38 additions and 7 deletions
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@ -152,6 +152,7 @@ struct wlr_vk_pipeline_layout {
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enum wlr_vk_texture_transform {
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WLR_VK_TEXTURE_TRANSFORM_IDENTITY = 0,
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WLR_VK_TEXTURE_TRANSFORM_SRGB = 1,
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WLR_VK_TEXTURE_TRANSFORM_ST2084_PQ = 2,
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};
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enum wlr_vk_shader_source {
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@ -781,13 +781,29 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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};
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encode_proj_matrix(matrix, vert_pcr_data.mat4);
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bool srgb = options->transfer_function == 0 ||
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options->transfer_function == WLR_COLOR_TRANSFER_FUNCTION_SRGB;
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bool srgb_image_view = srgb && texture->using_mutable_srgb;
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enum wlr_vk_texture_transform tex_transform =
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srgb_image_view || options->transfer_function == WLR_COLOR_TRANSFER_FUNCTION_EXT_LINEAR ?
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WLR_VK_TEXTURE_TRANSFORM_IDENTITY :
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WLR_VK_TEXTURE_TRANSFORM_SRGB;
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enum wlr_color_transfer_function tf = options->transfer_function;
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if (tf == 0) {
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tf = WLR_COLOR_TRANSFER_FUNCTION_SRGB;
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}
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bool srgb_image_view = false;
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enum wlr_vk_texture_transform tex_transform = 0;
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switch (tf) {
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case WLR_COLOR_TRANSFER_FUNCTION_SRGB:
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if (texture->using_mutable_srgb) {
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tex_transform = WLR_VK_TEXTURE_TRANSFORM_IDENTITY;
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srgb_image_view = true;
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} else {
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tex_transform = WLR_VK_TEXTURE_TRANSFORM_SRGB;
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}
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break;
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case WLR_COLOR_TRANSFER_FUNCTION_EXT_LINEAR:
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tex_transform = WLR_VK_TEXTURE_TRANSFORM_IDENTITY;
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break;
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case WLR_COLOR_TRANSFER_FUNCTION_ST2084_PQ:
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tex_transform = WLR_VK_TEXTURE_TRANSFORM_ST2084_PQ;
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break;
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}
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struct wlr_vk_render_format_setup *setup = pass->srgb_pathway ?
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pass->render_buffer->srgb.render_setup :
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@ -16,6 +16,7 @@ layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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// Matches enum wlr_vk_texture_transform
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#define TEXTURE_TRANSFORM_IDENTITY 0
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#define TEXTURE_TRANSFORM_SRGB 1
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#define TEXTURE_TRANSFORM_ST2084_PQ 2
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float srgb_channel_to_linear(float x) {
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return mix(x / 12.92,
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@ -31,6 +32,17 @@ vec3 srgb_color_to_linear(vec3 color) {
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);
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}
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vec3 pq_color_to_linear(vec3 color) {
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float inv_m1 = 1 / 0.1593017578125;
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float inv_m2 = 1 / 78.84375;
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float c1 = 0.8359375;
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float c2 = 18.8515625;
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float c3 = 18.6875;
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vec3 num = max(pow(color, vec3(inv_m2)) - c1, 0);
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vec3 denom = c2 - c3 * pow(color, vec3(inv_m2));
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return pow(num / denom, vec3(inv_m1));
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}
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void main() {
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vec4 in_color = textureLod(tex, uv, 0);
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@ -45,6 +57,8 @@ void main() {
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if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
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rgb = srgb_color_to_linear(rgb);
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} else if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_ST2084_PQ) {
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rgb = pq_color_to_linear(rgb);
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}
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rgb = mat3(data.matrix) * rgb;
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