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render/vulkan: add luminance multiplier for texture shader
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3 changed files with 14 additions and 0 deletions
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@ -343,6 +343,7 @@ struct wlr_vk_vert_pcr_data {
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struct wlr_vk_frag_texture_pcr_data {
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float matrix[4][4]; // only a 3x3 subset is used
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float alpha;
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float luminance_multiplier;
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};
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struct wlr_vk_frag_output_pcr_data {
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@ -849,8 +849,18 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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wlr_matrix_identity(color_matrix);
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}
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float luminance_multiplier = 1;
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if (tf != WLR_COLOR_TRANSFER_FUNCTION_SRGB) {
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struct wlr_color_luminances src_lum, srgb_lum;
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wlr_color_transfer_function_get_default_luminance(tf, &src_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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luminance_multiplier = get_luminance_multiplier(&src_lum, &srgb_lum);
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}
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struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
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.alpha = alpha,
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.luminance_multiplier = luminance_multiplier,
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};
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encode_color_matrix(color_matrix, frag_pcr_data.matrix);
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@ -9,6 +9,7 @@ layout(location = 0) out vec4 out_color;
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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 alpha;
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float luminance_multiplier;
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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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@ -61,6 +62,8 @@ void main() {
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rgb = pq_color_to_linear(rgb);
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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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// Back to pre-multiplied alpha
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