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vulkan: perform sRGB-to-linear conversion correctly for premultiplied values
Pre-multipled sRGB values need to be un-multiplied before conversion to linear and then re-multiplied after. Compare shaders/texture.frag. This fixes an issue in labwc where titlebar corners (rendered as ARGB textures) did not match the rest of the titlebar (rendered as a solid wlr_scene_rect).
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2 changed files with 17 additions and 9 deletions
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@ -48,6 +48,10 @@ static float color_to_linear(float non_linear) {
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non_linear / 12.92;
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non_linear / 12.92;
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}
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}
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static float color_to_linear_premult(float non_linear, float alpha) {
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return (alpha == 0) ? 0 : color_to_linear(non_linear / alpha) * alpha;
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}
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static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
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static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
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memset(mat4, 0, sizeof(float) * 16);
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memset(mat4, 0, sizeof(float) * 16);
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mat4[0][0] = mat3[0];
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mat4[0][0] = mat3[0];
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@ -439,9 +443,9 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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// colors in linear space as well (and vulkan then automatically
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// colors in linear space as well (and vulkan then automatically
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// does the conversion for out sRGB render targets).
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// does the conversion for out sRGB render targets).
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float linear_color[] = {
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float linear_color[] = {
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color_to_linear(options->color.r),
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color_to_linear_premult(options->color.r, options->color.a),
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color_to_linear(options->color.g),
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color_to_linear_premult(options->color.g, options->color.a),
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color_to_linear(options->color.b),
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color_to_linear_premult(options->color.b, options->color.a),
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options->color.a, // no conversion for alpha
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options->color.a, // no conversion for alpha
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};
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};
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@ -67,6 +67,10 @@ static float color_to_linear(float non_linear) {
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non_linear / 12.92;
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non_linear / 12.92;
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}
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}
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static float color_to_linear_premult(float non_linear, float alpha) {
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return (alpha == 0) ? 0 : color_to_linear(non_linear / alpha) * alpha;
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}
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static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
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static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
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memset(mat4, 0, sizeof(float) * 16);
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memset(mat4, 0, sizeof(float) * 16);
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mat4[0][0] = mat3[0];
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mat4[0][0] = mat3[0];
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@ -1475,9 +1479,9 @@ static void vulkan_clear(struct wlr_renderer *wlr_renderer,
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// But in other parts of wlroots we just always assume
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// But in other parts of wlroots we just always assume
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// srgb so that's why we have to convert here.
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// srgb so that's why we have to convert here.
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.clearValue.color.float32 = {
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.clearValue.color.float32 = {
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color_to_linear(color[0]),
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color_to_linear_premult(color[0], color[3]),
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color_to_linear(color[1]),
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color_to_linear_premult(color[1], color[3]),
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color_to_linear(color[2]),
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color_to_linear_premult(color[2], color[3]),
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color[3], // no conversion for alpha
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color[3], // no conversion for alpha
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},
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},
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};
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};
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@ -1553,9 +1557,9 @@ static void vulkan_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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// But in other parts of wlroots we just always assume
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// But in other parts of wlroots we just always assume
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// srgb so that's why we have to convert here.
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// srgb so that's why we have to convert here.
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float linear_color[4];
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float linear_color[4];
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linear_color[0] = color_to_linear(color[0]);
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linear_color[0] = color_to_linear_premult(color[0], color[3]);
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linear_color[1] = color_to_linear(color[1]);
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linear_color[1] = color_to_linear_premult(color[1], color[3]);
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linear_color[2] = color_to_linear(color[2]);
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linear_color[2] = color_to_linear_premult(color[2], color[3]);
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linear_color[3] = color[3]; // no conversion for alpha
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linear_color[3] = color[3]; // no conversion for alpha
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vkCmdPushConstants(cb, pipe->layout->vk,
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vkCmdPushConstants(cb, pipe->layout->vk,
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