render/vulkan: add luminance multiplier for texture shader

This commit is contained in:
Simon Ser 2025-03-01 12:43:08 +01:00
parent fa1feb447f
commit ae85c31176
3 changed files with 14 additions and 0 deletions

View file

@ -343,6 +343,7 @@ 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;
float luminance_multiplier;
};
struct wlr_vk_frag_output_pcr_data {

View file

@ -849,8 +849,18 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
wlr_matrix_identity(color_matrix);
}
float luminance_multiplier = 1;
if (tf != WLR_COLOR_TRANSFER_FUNCTION_SRGB) {
struct wlr_color_luminances src_lum, srgb_lum;
wlr_color_transfer_function_get_default_luminance(tf, &src_lum);
wlr_color_transfer_function_get_default_luminance(
WLR_COLOR_TRANSFER_FUNCTION_SRGB, &srgb_lum);
luminance_multiplier = get_luminance_multiplier(&src_lum, &srgb_lum);
}
struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
.alpha = alpha,
.luminance_multiplier = luminance_multiplier,
};
encode_color_matrix(color_matrix, frag_pcr_data.matrix);

View file

@ -9,6 +9,7 @@ layout(location = 0) out vec4 out_color;
layout(push_constant, row_major) uniform UBO {
layout(offset = 80) mat4 matrix;
float alpha;
float luminance_multiplier;
} data;
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
@ -61,6 +62,8 @@ void main() {
rgb = pq_color_to_linear(rgb);
}
rgb *= data.luminance_multiplier;
rgb = mat3(data.matrix) * rgb;
// Back to pre-multiplied alpha