Merge branch 'fractional-render' into 'master'

render/pass: accept fractional destination coordinates

See merge request wlroots/wlroots!5208
This commit is contained in:
Loukas Agorgianitis 2026-02-03 22:40:33 +02:00
commit cefe5e9a32
22 changed files with 248 additions and 66 deletions

View file

@ -1,5 +1,7 @@
#include <assert.h>
#include <drm_fourcc.h>
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#include <unistd.h>
#include <wlr/util/log.h>
@ -674,21 +676,35 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
.width = clip_rects[i].x2 - clip_rects[i].x1,
.height = clip_rects[i].y2 - clip_rects[i].y1,
};
struct wlr_box rect_box = {
.x = round(options->box.x),
.y = round(options->box.y),
.width = round(options->box.width),
.height = round(options->box.height),
};
struct wlr_box intersection;
if (!wlr_box_intersection(&intersection, &options->box, &clip_box)) {
if (!wlr_box_intersection(&intersection, &rect_box, &clip_box)) {
continue;
}
render_pass_mark_box_updated(pass, &intersection);
}
struct wlr_box box;
struct wlr_fbox box;
wlr_render_rect_options_get_box(options, pass->render_buffer->wlr_buffer, &box);
switch (options->blend_mode) {
case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
// Expand the rendered region to include edge pixels for AA
struct wlr_fbox render_box = {
.x = floor(box.x),
.y = floor(box.y),
.width = ceil(box.x + box.width) - floor(box.x),
.height = ceil(box.y + box.height) - floor(box.y),
};
float proj[9], matrix[9];
wlr_matrix_identity(proj);
wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
wlr_matrix_project_box(matrix, &render_box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
wlr_matrix_multiply(matrix, pass->projection, matrix);
struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
@ -708,12 +724,22 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
};
encode_proj_matrix(matrix, vert_pcr_data.mat4);
struct wlr_vk_frag_quad_pcr_data frag_pcr_data = {
.color = { linear_color[0], linear_color[1], linear_color[2], linear_color[3] },
.dst_bounds = {
(float)box.x,
(float)box.y,
(float)(box.x + box.width),
(float)(box.y + box.height),
},
};
bind_pipeline(pass, pipe->vk);
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
linear_color);
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
sizeof(frag_pcr_data), &frag_pcr_data);
for (int i = 0; i < clip_rects_len; i++) {
VkRect2D rect;
@ -770,24 +796,43 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
struct wlr_fbox src_box;
wlr_render_texture_options_get_src_box(options, &src_box);
struct wlr_box dst_box;
struct wlr_fbox dst_box;
wlr_render_texture_options_get_dst_box(options, &dst_box);
float alpha = wlr_render_texture_options_get_alpha(options);
// Expand the rendered region to include edge pixels for AA
struct wlr_fbox render_box = {
.x = floor(dst_box.x),
.y = floor(dst_box.y),
.width = ceil(dst_box.x + dst_box.width) - floor(dst_box.x),
.height = ceil(dst_box.y + dst_box.height) - floor(dst_box.y),
};
float proj[9], matrix[9];
wlr_matrix_identity(proj);
wlr_matrix_project_box(matrix, &dst_box, options->transform, proj);
wlr_matrix_project_box(matrix, &render_box, options->transform, proj);
wlr_matrix_multiply(matrix, pass->projection, matrix);
// Base UV coordinates for sampling src_box from texture
float uv_off_x = src_box.x / options->texture->width;
float uv_off_y = src_box.y / options->texture->height;
float uv_size_x = src_box.width / options->texture->width;
float uv_size_y = src_box.height / options->texture->height;
// Adjust UV offset and size to compensate for expanded render region
float x_expand = (render_box.x - dst_box.x) / dst_box.width;
float y_expand = (render_box.y - dst_box.y) / dst_box.height;
float x_scale = render_box.width / dst_box.width;
float y_scale = render_box.height / dst_box.height;
uv_off_x += x_expand * uv_size_x;
uv_off_y += y_expand * uv_size_y;
uv_size_x *= x_scale;
uv_size_y *= y_scale;
struct wlr_vk_vert_pcr_data vert_pcr_data = {
.uv_off = {
src_box.x / options->texture->width,
src_box.y / options->texture->height,
},
.uv_size = {
src_box.width / options->texture->width,
src_box.height / options->texture->height,
},
.uv_off = { uv_off_x, uv_off_y },
.uv_size = { uv_size_x, uv_size_y },
};
encode_proj_matrix(matrix, vert_pcr_data.mat4);
@ -878,6 +923,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
.alpha = alpha,
.luminance_multiplier = luminance_multiplier,
.dst_bounds = {
(float)dst_box.x,
(float)dst_box.y,
(float)(dst_box.x + dst_box.width),
(float)(dst_box.y + dst_box.height),
},
};
encode_color_matrix(color_matrix, frag_pcr_data.matrix);
@ -909,8 +960,14 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
.width = clip_rects[i].x2 - clip_rects[i].x1,
.height = clip_rects[i].y2 - clip_rects[i].y1,
};
struct wlr_box texture_box = {
.x = round(dst_box.x),
.y = round(dst_box.y),
.width = round(dst_box.width),
.height = round(dst_box.height),
};
struct wlr_box intersection;
if (!wlr_box_intersection(&intersection, &dst_box, &clip_box)) {
if (!wlr_box_intersection(&intersection, &texture_box, &clip_box)) {
continue;
}
render_pass_mark_box_updated(pass, &intersection);

View file

@ -3,8 +3,20 @@
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform UBO {
layout(offset = 80) vec4 color;
vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
} data;
void main() {
out_color = data.color;
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - data.dst_bounds.x,
gl_FragCoord.y - data.dst_bounds.y,
data.dst_bounds.z - gl_FragCoord.x,
data.dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
out_color = data.color * compute_coverage();
}

View file

@ -10,6 +10,8 @@ layout(push_constant, row_major) uniform UBO {
layout(offset = 80) mat4 matrix;
float alpha;
float luminance_multiplier;
vec2 _pad; // padding for vec4 alignment
vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
} data;
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
@ -57,6 +59,17 @@ vec3 bt1886_color_to_linear(vec3 color) {
return (L - Lmin) / (Lmax - Lmin);
}
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - data.dst_bounds.x,
gl_FragCoord.y - data.dst_bounds.y,
data.dst_bounds.z - gl_FragCoord.x,
data.dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
vec4 in_color = textureLod(tex, uv, 0);
@ -89,5 +102,5 @@ void main() {
// Back to pre-multiplied alpha
out_color = vec4(rgb * alpha, alpha);
out_color *= data.alpha;
out_color *= data.alpha * compute_coverage();
}