Merge branch 'vulkan-alpha-blend' into 'master'

[RFC] vulkan: compensate alpha to better match perceptual blend intent

See merge request wlroots/wlroots!4634
This commit is contained in:
John Lindgren 2025-06-11 23:19:36 +00:00
commit f4cfc79a6d
3 changed files with 81 additions and 8 deletions

View file

@ -63,10 +63,6 @@ static float color_to_linear(float non_linear) {
non_linear / 12.92;
}
static float color_to_linear_premult(float non_linear, float alpha) {
return (alpha == 0) ? 0 : color_to_linear(non_linear / alpha) * alpha;
}
static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
memset(mat4, 0, sizeof(float) * 16);
mat4[0][0] = mat3[0];
@ -586,11 +582,27 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
// space and expects in inputs in linear space since it outputs
// colors in linear space as well (and vulkan then automatically
// does the conversion for out sRGB render targets).
struct wlr_render_color srgb = options->color;
// Un-premultiply sRGB values
if (srgb.a != 0) {
srgb.r /= srgb.a;
srgb.g /= srgb.a;
srgb.b /= srgb.a;
}
// Estimate perceptual lightness from sRGB values
float v = (srgb.r + srgb.g + srgb.b) / 3;
// Adjust alpha to make dark semi-transparent overlays a bit more
// opaque, better matching perceptual intent compared to simple
// linear blending (see README-alpha-blend for a longer discussion)
float new_a = ((v - 0.5f) * srgb.a * srgb.a + srgb.a) / (v + 0.5f);
float linear_color[] = {
color_to_linear_premult(options->color.r, options->color.a),
color_to_linear_premult(options->color.g, options->color.a),
color_to_linear_premult(options->color.b, options->color.a),
options->color.a, // no conversion for alpha
color_to_linear(srgb.r) * new_a,
color_to_linear(srgb.g) * new_a,
color_to_linear(srgb.b) * new_a,
new_a,
};
pixman_region32_t clip;