render/vulkan: add lut3d output shader option

While a corresponding pipeline is created, it is not yet used.
master
Manuel Stoeckl 11 months ago committed by Simon Ser
parent c64144a39b
commit adbfd3c321

@ -157,6 +157,13 @@ enum wlr_vk_shader_source {
WLR_VK_SHADER_SOURCE_SINGLE_COLOR,
};
// Constants used to pick the color transform for the blend-to-output
// fragment shader. Must match those in shaders/output.frag
enum wlr_vk_output_transform {
WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB = 0,
WLR_VK_OUTPUT_TRANSFORM_LUT3D = 1,
};
struct wlr_vk_pipeline_key {
struct wlr_vk_pipeline_layout_key layout;
enum wlr_vk_shader_source source;
@ -182,7 +189,8 @@ struct wlr_vk_render_format_setup {
const struct wlr_vk_format *render_format; // used in renderpass
VkRenderPass render_pass;
VkPipeline output_pipe;
VkPipeline output_pipe_srgb;
VkPipeline output_pipe_lut3d;
struct wlr_vk_renderer *renderer;
struct wl_list pipelines; // struct wlr_vk_pipeline.link

@ -109,7 +109,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
};
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
bind_pipeline(pass, render_buffer->render_setup->output_pipe);
bind_pipeline(pass, render_buffer->render_setup->output_pipe_srgb);
vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,

@ -156,7 +156,8 @@ static void destroy_render_format_setup(struct wlr_vk_renderer *renderer,
VkDevice dev = renderer->dev->dev;
vkDestroyRenderPass(dev, setup->render_pass, NULL);
vkDestroyPipeline(dev, setup->output_pipe, NULL);
vkDestroyPipeline(dev, setup->output_pipe_srgb, NULL);
vkDestroyPipeline(dev, setup->output_pipe_lut3d, NULL);
struct wlr_vk_pipeline *pipeline, *tmp_pipeline;
wl_list_for_each_safe(pipeline, tmp_pipeline, &setup->pipelines, link) {
@ -1698,10 +1699,24 @@ struct wlr_vk_pipeline *setup_get_or_create_pipeline(
}
static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
VkRenderPass rp, VkPipelineLayout pipe_layout, VkPipeline *pipe) {
VkRenderPass rp, VkPipelineLayout pipe_layout, VkPipeline *pipe,
enum wlr_vk_output_transform transform) {
VkResult res;
VkDevice dev = renderer->dev->dev;
uint32_t output_transform_type = transform;
VkSpecializationMapEntry spec_entry = {
.constantID = 0,
.offset = 0,
.size = sizeof(uint32_t),
};
VkSpecializationInfo specialization = {
.mapEntryCount = 1,
.pMapEntries = &spec_entry,
.dataSize = sizeof(uint32_t),
.pData = &output_transform_type,
};
VkPipelineShaderStageCreateInfo tex_stages[2] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
@ -1714,6 +1729,7 @@ static bool init_blend_to_output_pipeline(struct wlr_vk_renderer *renderer,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = renderer->output_module,
.pName = "main",
.pSpecializationInfo = &specialization,
},
};
@ -2179,7 +2195,12 @@ static struct wlr_vk_render_format_setup *find_or_create_render_setup(
// this is only well defined if render pass has a 2nd subpass
if (!init_blend_to_output_pipeline(
renderer, setup->render_pass, renderer->output_pipe_layout,
&setup->output_pipe)) {
&setup->output_pipe_lut3d, WLR_VK_OUTPUT_TRANSFORM_LUT3D)) {
goto error;
}
if (!init_blend_to_output_pipeline(
renderer, setup->render_pass, renderer->output_pipe_layout,
&setup->output_pipe_srgb, WLR_VK_OUTPUT_TRANSFORM_INVERSE_SRGB)) {
goto error;
}
} else {

@ -1,6 +1,6 @@
#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color;
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color;
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
@ -13,6 +13,12 @@ layout(push_constant) uniform UBO {
float lut_3d_scale;
} data;
layout (constant_id = 0) const int OUTPUT_TRANSFORM = 0;
// Matches enum wlr_vk_output_transform
#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
#define OUTPUT_TRANSFORM_LUT_3D 1
float linear_channel_to_srgb(float x) {
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
}
@ -33,10 +39,22 @@ vec4 linear_color_to_srgb(vec4 color) {
void main() {
vec4 val = subpassLoad(in_color).rgba;
// temporary code to use the 3d look up table; to be dropped next commit
vec3 pos = data.lut_3d_offset + vec3(0.5,0.5,0.5) * data.lut_3d_scale;
val.rgb *= texture(lut_3d, pos).rgb;
out_color = linear_color_to_srgb(val);
if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
if (val.a == 0) {
out_color = vec4(0);
return;
}
// Convert from pre-multiplied alpha to straight alpha
vec3 rgb = val.rgb / val.a;
// Apply 3D LUT
vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
rgb = texture(lut_3d, pos).rgb;
// Back to pre-multiplied alpha
out_color = vec4(rgb * val.a, val.a);
} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
// Produce post-premultiplied sRGB encoded values
out_color = linear_color_to_srgb(val);
}
}

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