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render/pass: implement antialiasing for fractional coordinates
Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
This commit is contained in:
parent
5a49f2ae14
commit
e92d8a7a53
11 changed files with 170 additions and 20 deletions
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@ -1,5 +1,7 @@
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#include <assert.h>
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#include <drm_fourcc.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <wlr/util/log.h>
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@ -704,9 +706,17 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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switch (options->blend_mode) {
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case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
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// Expand the rendered region to include edge pixels for AA
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struct wlr_fbox render_box = {
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.x = floor(box.x),
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.y = floor(box.y),
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.width = ceil(box.x + box.width) - floor(box.x),
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.height = ceil(box.y + box.height) - floor(box.y),
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};
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
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wlr_matrix_project_box(matrix, &render_box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
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@ -726,12 +736,22 @@ static void render_pass_add_rect(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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struct wlr_vk_frag_quad_pcr_data frag_pcr_data = {
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.color = { linear_color[0], linear_color[1], linear_color[2], linear_color[3] },
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.dst_bounds = {
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(float)box.x,
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(float)box.y,
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(float)(box.x + box.width),
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(float)(box.y + box.height),
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},
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};
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bind_pipeline(pass, pipe->vk);
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vkCmdPushConstants(cb, pipe->layout->vk,
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VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
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vkCmdPushConstants(cb, pipe->layout->vk,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
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linear_color);
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
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sizeof(frag_pcr_data), &frag_pcr_data);
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for (int i = 0; i < clip_rects_len; i++) {
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VkRect2D rect;
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@ -792,20 +812,39 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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wlr_render_texture_options_get_dst_box(options, &dst_box);
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float alpha = wlr_render_texture_options_get_alpha(options);
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// Expand the rendered region to include edge pixels for AA
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struct wlr_fbox render_box = {
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.x = floor(dst_box.x),
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.y = floor(dst_box.y),
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.width = ceil(dst_box.x + dst_box.width) - floor(dst_box.x),
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.height = ceil(dst_box.y + dst_box.height) - floor(dst_box.y),
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};
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &dst_box, options->transform, proj);
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wlr_matrix_project_box(matrix, &render_box, options->transform, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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// Base UV coordinates for sampling src_box from texture
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float uv_off_x = src_box.x / options->texture->width;
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float uv_off_y = src_box.y / options->texture->height;
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float uv_size_x = src_box.width / options->texture->width;
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float uv_size_y = src_box.height / options->texture->height;
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// Adjust UV offset and size to compensate for expanded render region
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float x_expand = (render_box.x - dst_box.x) / dst_box.width;
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float y_expand = (render_box.y - dst_box.y) / dst_box.height;
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float x_scale = render_box.width / dst_box.width;
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float y_scale = render_box.height / dst_box.height;
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uv_off_x += x_expand * uv_size_x;
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uv_off_y += y_expand * uv_size_y;
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uv_size_x *= x_scale;
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uv_size_y *= y_scale;
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struct wlr_vk_vert_pcr_data vert_pcr_data = {
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.uv_off = {
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src_box.x / options->texture->width,
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src_box.y / options->texture->height,
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},
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.uv_size = {
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src_box.width / options->texture->width,
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src_box.height / options->texture->height,
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},
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.uv_off = { uv_off_x, uv_off_y },
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.uv_size = { uv_size_x, uv_size_y },
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};
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encode_proj_matrix(matrix, vert_pcr_data.mat4);
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@ -901,6 +940,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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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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.dst_bounds = {
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(float)dst_box.x,
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(float)dst_box.y,
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(float)(dst_box.x + dst_box.width),
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(float)(dst_box.y + dst_box.height),
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},
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};
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encode_color_matrix(color_matrix, frag_pcr_data.matrix);
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@ -3,8 +3,20 @@
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform UBO {
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layout(offset = 80) vec4 color;
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vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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} data;
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void main() {
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out_color = data.color;
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - data.dst_bounds.x,
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gl_FragCoord.y - data.dst_bounds.y,
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data.dst_bounds.z - gl_FragCoord.x,
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data.dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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out_color = data.color * compute_coverage();
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}
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@ -10,6 +10,8 @@ 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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vec2 _pad; // padding for vec4 alignment
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vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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@ -57,6 +59,17 @@ vec3 bt1886_color_to_linear(vec3 color) {
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return (L - Lmin) / (Lmax - Lmin);
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}
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - data.dst_bounds.x,
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gl_FragCoord.y - data.dst_bounds.y,
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data.dst_bounds.z - gl_FragCoord.x,
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data.dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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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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@ -89,5 +102,5 @@ void main() {
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// Back to pre-multiplied alpha
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out_color = vec4(rgb * alpha, alpha);
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out_color *= data.alpha;
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out_color *= data.alpha * compute_coverage();
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}
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