diff options
| author | Vaxry <43317083+vaxerski@users.noreply.github.com> | 2026-03-04 19:50:28 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-04 19:50:28 +0000 |
| commit | 10754745a97c99449ef40db58bd425f5a91f9993 (patch) | |
| tree | 8aa9f57bcfb2157b9fbdc387c9021db6e6a38e46 /src/render | |
| parent | 8271cfc97b76d573f9122032d6cf5db256d63470 (diff) | |
render/cm: add ICC profile pipeline (#12711)
Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
Diffstat (limited to 'src/render')
| -rw-r--r-- | src/render/OpenGL.cpp | 361 | ||||
| -rw-r--r-- | src/render/OpenGL.hpp | 11 | ||||
| -rw-r--r-- | src/render/Shader.cpp | 25 | ||||
| -rw-r--r-- | src/render/Shader.hpp | 4 | ||||
| -rw-r--r-- | src/render/Texture.cpp | 26 | ||||
| -rw-r--r-- | src/render/Texture.hpp | 3 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CM.glsl | 42 | ||||
| -rw-r--r-- | src/render/shaders/glsl/shadow.frag | 6 |
8 files changed, 289 insertions, 189 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 916091db..b31a0e15 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -19,7 +19,7 @@ #include "../protocols/LayerShell.hpp" #include "../protocols/core/Compositor.hpp" #include "../protocols/ColorManagement.hpp" -#include "../protocols/types/ColorManagement.hpp" +#include "../helpers/cm/ColorManagement.hpp" #include "../managers/input/InputManager.hpp" #include "../managers/eventLoop/EventLoopManager.hpp" #include "../managers/CursorManager.hpp" @@ -28,6 +28,7 @@ #include "../helpers/MainLoopExecutor.hpp" #include "../i18n/Engine.hpp" #include "../event/EventBus.hpp" +#include "../managers/screenshare/ScreenshareManager.hpp" #include "debug/HyprNotificationOverlay.hpp" #include "hyprerror/HyprError.hpp" #include "pass/TexPassElement.hpp" @@ -747,12 +748,24 @@ void CHyprOpenGLImpl::begin(PHLMONITOR pMonitor, const CRegion& damage_, CFrameb m_renderData.pCurrentMonData->mirrorSwapFB.addStencil(m_renderData.pCurrentMonData->stencilTex); } - if (m_renderData.pCurrentMonData->monitorMirrorFB.isAllocated() && m_renderData.pMonitor->m_mirrors.empty()) + const bool HAS_MIRROR_FB = m_renderData.pCurrentMonData->monitorMirrorFB.isAllocated(); + const bool NEEDS_COPY_FB = needsACopyFB(m_renderData.pMonitor.lock()); + + if (HAS_MIRROR_FB && !NEEDS_COPY_FB) m_renderData.pCurrentMonData->monitorMirrorFB.release(); + else if (!HAS_MIRROR_FB && NEEDS_COPY_FB) + m_renderData.pCurrentMonData->monitorMirrorFB.alloc(m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y, + m_renderData.pMonitor->m_output->state->state().drmFormat); m_renderData.transformDamage = true; - m_renderData.damage.set(damage_); - m_renderData.finalDamage.set(finalDamage.value_or(damage_)); + if (HAS_MIRROR_FB != NEEDS_COPY_FB) { + // force full damage because the mirror fb will be empty + m_renderData.damage.set({0, 0, INT32_MAX, INT32_MAX}); + m_renderData.finalDamage.set(m_renderData.damage); + } else { + m_renderData.damage.set(damage_); + m_renderData.finalDamage.set(finalDamage.value_or(damage_)); + } m_fakeFrame = fb; @@ -777,6 +790,12 @@ void CHyprOpenGLImpl::end() { TRACY_GPU_ZONE("RenderEnd"); + m_renderData.currentWindow.reset(); + m_renderData.surface.reset(); + m_renderData.currentLS.reset(); + m_renderData.clipBox = {}; + m_renderData.clipRegion.clear(); + // end the render, copy the data to the main framebuffer if LIKELY (m_offloadedFramebuffer) { m_renderData.damage = m_renderData.finalDamage; @@ -793,17 +812,20 @@ void CHyprOpenGLImpl::end() { m_renderData.useNearestNeighbor = true; // copy the damaged areas into the mirror buffer - // we can't use the offloadFB for mirroring, as it contains artifacts from blurring - if UNLIKELY (!m_renderData.pMonitor->m_mirrors.empty() && !m_fakeFrame) + // we can't use the offloadFB for mirroring / ss, as it contains artifacts from blurring + if UNLIKELY (needsACopyFB(m_renderData.pMonitor.lock()) && !m_fakeFrame) saveBufferForMirror(monbox); m_renderData.outFB->bind(); blend(false); - if LIKELY (m_finalScreenShader->program() < 1 && !g_pHyprRenderer->m_crashingInProgress) + const auto PRIMITIVE_BLOCKED = + m_finalScreenShader->program() >= 1 || g_pHyprRenderer->m_crashingInProgress || m_renderData.pMonitor->m_imageDescription->value() != SImageDescription{}; + + if LIKELY (!PRIMITIVE_BLOCKED || g_pHyprRenderer->m_renderMode != RENDER_MODE_NORMAL) renderTexturePrimitive(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox); - else - renderTexture(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox, {}); + else // we need to use renderTexture if we do any CM whatsoever. + renderTexture(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox, {.finalMonitorCM = true}); blend(true); @@ -849,6 +871,10 @@ void CHyprOpenGLImpl::end() { } } +bool CHyprOpenGLImpl::needsACopyFB(PHLMONITOR mon) { + return !mon->m_mirrors.empty() || Screenshare::mgr()->isOutputBeingSSd(mon); +} + void CHyprOpenGLImpl::setDamage(const CRegion& damage_, std::optional<CRegion> finalDamage) { m_renderData.damage.set(damage_); m_renderData.finalDamage.set(finalDamage.value_or(damage_)); @@ -1054,7 +1080,7 @@ void CHyprOpenGLImpl::clear(const CHyprColor& color) { TRACY_GPU_ZONE("RenderClear"); - glClearColor(color.r, color.g, color.b, color.a); + GLCALL(glClearColor(color.r, color.g, color.b, color.a)); if (!m_renderData.damage.empty()) { m_renderData.damage.forEachRect([this](const auto& RECT) { @@ -1067,7 +1093,7 @@ void CHyprOpenGLImpl::clear(const CHyprColor& color) { void CHyprOpenGLImpl::blend(bool enabled) { if (enabled) { setCapStatus(GL_BLEND, true); - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // everything is premultiplied + GLCALL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); // everything is premultiplied } else setCapStatus(GL_BLEND, false); @@ -1086,7 +1112,7 @@ void CHyprOpenGLImpl::scissor(const CBox& originalBox, bool transform) { box.transform(TR, m_renderData.pMonitor->m_transformedSize.x, m_renderData.pMonitor->m_transformedSize.y); if (box != m_lastScissorBox) { - glScissor(box.x, box.y, box.width, box.height); + GLCALL(glScissor(box.x, box.y, box.width, box.height)); m_lastScissorBox = box; } @@ -1095,7 +1121,7 @@ void CHyprOpenGLImpl::scissor(const CBox& originalBox, bool transform) { } if (originalBox != m_lastScissorBox) { - glScissor(originalBox.x, originalBox.y, originalBox.width, originalBox.height); + GLCALL(glScissor(originalBox.x, originalBox.y, originalBox.width, originalBox.height)); m_lastScissorBox = originalBox; } @@ -1288,22 +1314,42 @@ void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const NColorManagement: const float maxLuminance = needsHDRmod ? imageDescription->value().getTFMaxLuminance(-1) : (imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference); + shader->setUniformFloat(SHADER_MAX_LUMINANCE, maxLuminance * targetImageDescription->value().luminances.reference / imageDescription->value().luminances.reference); shader->setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000); shader->setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f); shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f); - const auto cacheKey = std::make_pair(imageDescription->id(), targetImageDescription->id()); - if (!primariesConversionCache.contains(cacheKey)) { - auto conversion = imageDescription->getPrimaries()->convertMatrix(targetImageDescription->getPrimaries()); - const auto mat = conversion.mat(); - const std::array<GLfloat, 9> glConvertMatrix = { - mat[0][0], mat[1][0], mat[2][0], // - mat[0][1], mat[1][1], mat[2][1], // - mat[0][2], mat[1][2], mat[2][2], // - }; - primariesConversionCache.insert(std::make_pair(cacheKey, glConvertMatrix)); + + if (!targetImageDescription->value().icc.present) { + const auto cacheKey = std::make_pair(imageDescription->id(), targetImageDescription->id()); + + if (!primariesConversionCache.contains(cacheKey)) { + auto conversion = imageDescription->getPrimaries()->convertMatrix(targetImageDescription->getPrimaries()); + const auto mat = conversion.mat(); + const std::array<GLfloat, 9> glConvertMatrix = { + mat[0][0], mat[1][0], mat[2][0], // + mat[0][1], mat[1][1], mat[2][1], // + mat[0][2], mat[1][2], mat[2][2], // + }; + primariesConversionCache.insert(std::make_pair(cacheKey, glConvertMatrix)); + } + shader->setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]); + + shader->setUniformInt(SHADER_USE_ICC, 0); + shader->setUniformInt(SHADER_LUT_3D, 8); // req'd for ogl + } else { + // ICC path, use a 3D LUT + shader->setUniformInt(SHADER_USE_ICC, 1); + + // TODO: this sucks + GLCALL(glActiveTexture(GL_TEXTURE8)); + targetImageDescription->value().icc.lutTexture->bind(); + + shader->setUniformInt(SHADER_LUT_3D, 8); + shader->setUniformFloat(SHADER_LUT_SIZE, targetImageDescription->value().icc.lutSize); + + GLCALL(glActiveTexture(GL_TEXTURE0)); } - shader->setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]); } void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const PImageDescription imageDescription) { @@ -1341,23 +1387,19 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c WP<CShader> shader; - bool usingFinalShader = false; - - const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress; + const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress; + const bool CUSTOM_FINAL_SHADER = !CRASHING && m_applyFinalShader && m_finalScreenShader->program(); uint8_t shaderFeatures = 0; - if (CRASHING) { - shader = m_shaders->frag[SH_FRAG_GLITCH]; - usingFinalShader = true; - } else if (m_applyFinalShader && m_finalScreenShader->program()) { - shader = m_finalScreenShader; - usingFinalShader = true; - } else { - if (m_applyFinalShader) { - shader = m_shaders->frag[SH_FRAG_PASSTHRURGBA]; - usingFinalShader = true; - } else { + if (CRASHING) + shader = m_shaders->frag[SH_FRAG_GLITCH]; + else if (CUSTOM_FINAL_SHADER) + shader = m_finalScreenShader; + else { + if (m_applyFinalShader) + shaderFeatures &= ~SH_FEAT_RGBA; + else { switch (tex->m_type) { case TEXTURE_RGBA: shaderFeatures |= SH_FEAT_RGBA; break; case TEXTURE_RGBX: shaderFeatures &= ~SH_FEAT_RGBA; break; @@ -1368,7 +1410,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c } } - if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault()) + if (data.finalMonitorCM || (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault())) shaderFeatures &= ~SH_FEAT_RGBA; glActiveTexture(GL_TEXTURE0); @@ -1388,18 +1430,60 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c const bool isHDRSurface = m_renderData.surface.valid() && m_renderData.surface->m_colorManagement.valid() ? m_renderData.surface->m_colorManagement->isHDR() : false; const bool canPassHDRSurface = isHDRSurface && !m_renderData.surface->m_colorManagement->isWindowsScRGB(); // windows scRGB requires CM shader - const auto imageDescription = m_renderData.surface.valid() && m_renderData.surface->m_colorManagement.valid() ? - CImageDescription::from(m_renderData.surface->m_colorManagement->imageDescription()) : - (data.cmBackToSRGB ? data.cmBackToSRGBSource->m_imageDescription : DEFAULT_IMAGE_DESCRIPTION); + // Color pipeline: + // Client ---> sRGB chosen EOTF (render buf) ---> Monitor (target) + // + + const auto CONFIG_SDR_EOTF = NTransferFunction::fromConfig(); + const bool IS_MONITOR_ICC = m_renderData.pMonitor->m_imageDescription.valid() && m_renderData.pMonitor->m_imageDescription->value().icc.present; + const auto CHOSEN_SDR_EOTF = [&] { + // if the monitor is ICC'd, use SRGB for best ΔE. + if (IS_MONITOR_ICC) + return CM_TRANSFER_FUNCTION_SRGB; + + // otherwise use configured + if (CONFIG_SDR_EOTF != NTransferFunction::TF_SRGB) + return CM_TRANSFER_FUNCTION_GAMMA22; + return CM_TRANSFER_FUNCTION_SRGB; + }(); + const auto WORK_BUFFER_IMAGE_DESCRIPTION = CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = CHOSEN_SDR_EOTF}); + + // chosenSdrEotf contains the valid eotf for this display + + const auto SOURCE_IMAGE_DESCRIPTION = [&] { + // if valid CM surface, use that as a source + if (m_renderData.surface.valid() && m_renderData.surface->m_colorManagement.valid()) + return CImageDescription::from(m_renderData.surface->m_colorManagement->imageDescription()); + + // otherwise, if we are CM'ing back into source, use chosen, because that's what our work buffer is in + // the same applies to the final monitor CM + if (data.cmBackToSRGB || data.finalMonitorCM) // NOLINTNEXTLINE + return WORK_BUFFER_IMAGE_DESCRIPTION; + + // otherwise, default + return DEFAULT_IMAGE_DESCRIPTION; + }(); + + const auto TARGET_IMAGE_DESCRIPTION = [&] { + // if we are CM'ing back, use default sRGB + if (data.cmBackToSRGB) + return DEFAULT_IMAGE_DESCRIPTION; + + // for final CM, use the target description + if (data.finalMonitorCM) + return m_renderData.pMonitor->m_imageDescription; - const auto sdrEOTF = NTransferFunction::fromConfig(); - auto chosenSdrEotf = sdrEOTF != NTransferFunction::TF_SRGB ? NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22 : NColorManagement::CM_TRANSFER_FUNCTION_SRGB; - const auto targetImageDescription = - data.cmBackToSRGB ? CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}) : m_renderData.pMonitor->m_imageDescription; + // otherwise, use chosen, we're drawing into the work buffer + // NOLINTNEXTLINE + return WORK_BUFFER_IMAGE_DESCRIPTION; + }(); - const bool skipCM = !*PENABLECM || !m_cmSupported /* CM unsupported or disabled */ - || m_renderData.pMonitor->doesNoShaderCM() /* no shader needed */ - || (imageDescription->id() == targetImageDescription->id() && !data.cmBackToSRGB) /* Source and target have the same image description */ + const bool CANT_CHECK_CM_EQUALITY = data.cmBackToSRGB || data.finalMonitorCM || (!m_renderData.surface || !m_renderData.surface->m_colorManagement); + + const bool skipCM = data.noCM /* manual CM disable */ + || !*PENABLECM || !m_cmSupported /* CM unsupported or disabled */ + || m_renderData.pMonitor->doesNoShaderCM() /* no shader needed */ + || (SOURCE_IMAGE_DESCRIPTION->id() == TARGET_IMAGE_DESCRIPTION->id() && !CANT_CHECK_CM_EQUALITY) /* Source and target have the same image description */ || (((*PPASS && canPassHDRSurface) || (*PPASS == 1 && !isHDRSurface && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR_EDID)) && m_renderData.pMonitor->inFullscreenMode()) /* Fullscreen window with pass cm enabled */; @@ -1407,33 +1491,32 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c if (data.discardActive) shaderFeatures |= SH_FEAT_DISCARD; - if (!usingFinalShader) { - if (data.allowDim && m_renderData.currentWindow && (m_renderData.currentWindow->m_notRespondingTint->value() > 0 || m_renderData.currentWindow->m_dimPercent->value() > 0)) - shaderFeatures |= SH_FEAT_TINT; + if (data.allowDim && m_renderData.currentWindow && (m_renderData.currentWindow->m_notRespondingTint->value() > 0 || m_renderData.currentWindow->m_dimPercent->value() > 0)) + shaderFeatures |= SH_FEAT_TINT; - if (data.round > 0) - shaderFeatures |= SH_FEAT_ROUNDING; + if (data.round > 0) + shaderFeatures |= SH_FEAT_ROUNDING; - if (!skipCM) { - shaderFeatures |= SH_FEAT_CM; + if (!skipCM) { + shaderFeatures |= SH_FEAT_CM; - const bool needsSDRmod = isSDR2HDR(imageDescription->value(), targetImageDescription->value()); - const bool needsHDRmod = !needsSDRmod && isHDR2SDR(imageDescription->value(), targetImageDescription->value()); - const float maxLuminance = needsHDRmod ? - imageDescription->value().getTFMaxLuminance(-1) : - (imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference); - const auto dstMaxLuminance = targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000; + const bool needsSDRmod = isSDR2HDR(SOURCE_IMAGE_DESCRIPTION->value(), TARGET_IMAGE_DESCRIPTION->value()); + const bool needsHDRmod = !needsSDRmod && isHDR2SDR(SOURCE_IMAGE_DESCRIPTION->value(), TARGET_IMAGE_DESCRIPTION->value()); + const float maxLuminance = needsHDRmod ? + SOURCE_IMAGE_DESCRIPTION->value().getTFMaxLuminance(-1) : + (SOURCE_IMAGE_DESCRIPTION->value().luminances.max > 0 ? SOURCE_IMAGE_DESCRIPTION->value().luminances.max : SOURCE_IMAGE_DESCRIPTION->value().luminances.reference); + const auto dstMaxLuminance = TARGET_IMAGE_DESCRIPTION->value().luminances.max > 0 ? TARGET_IMAGE_DESCRIPTION->value().luminances.max : 10000; - if (maxLuminance >= dstMaxLuminance * 1.01) - shaderFeatures |= SH_FEAT_TONEMAP; + if (maxLuminance >= dstMaxLuminance * 1.01) + shaderFeatures |= SH_FEAT_TONEMAP; - if (!data.cmBackToSRGB && - (imageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_SRGB || imageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_GAMMA22) && - targetImageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_ST2084_PQ && - ((m_renderData.pMonitor->m_sdrSaturation > 0 && m_renderData.pMonitor->m_sdrSaturation != 1.0f) || - (m_renderData.pMonitor->m_sdrBrightness > 0 && m_renderData.pMonitor->m_sdrBrightness != 1.0f))) - shaderFeatures |= SH_FEAT_SDR_MOD; - } + if (data.finalMonitorCM && + (SOURCE_IMAGE_DESCRIPTION->value().transferFunction == CM_TRANSFER_FUNCTION_SRGB || + SOURCE_IMAGE_DESCRIPTION->value().transferFunction == CM_TRANSFER_FUNCTION_GAMMA22) && + TARGET_IMAGE_DESCRIPTION->value().transferFunction == CM_TRANSFER_FUNCTION_ST2084_PQ && + ((m_renderData.pMonitor->m_sdrSaturation > 0 && m_renderData.pMonitor->m_sdrSaturation != 1.0f) || + (m_renderData.pMonitor->m_sdrBrightness > 0 && m_renderData.pMonitor->m_sdrBrightness != 1.0f))) + shaderFeatures |= SH_FEAT_SDR_MOD; } if (!shader) @@ -1441,22 +1524,22 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c shader = useShader(shader); - if (!skipCM && !usingFinalShader) { - if (data.cmBackToSRGB) - passCMUniforms(shader, imageDescription, targetImageDescription, true, -1, -1); + if (!skipCM) { + if (data.finalMonitorCM) + passCMUniforms(shader, SOURCE_IMAGE_DESCRIPTION, TARGET_IMAGE_DESCRIPTION, true, m_renderData.pMonitor->m_sdrMinLuminance, m_renderData.pMonitor->m_sdrMaxLuminance); else - passCMUniforms(shader, imageDescription); + passCMUniforms(shader, SOURCE_IMAGE_DESCRIPTION, TARGET_IMAGE_DESCRIPTION, true, -1, -1); } shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformInt(SHADER_TEX, 0); - if ((usingFinalShader && *PDT == 0) || CRASHING) + if ((CUSTOM_FINAL_SHADER && *PDT == 0) || CRASHING) shader->setUniformFloat(SHADER_TIME, m_globalTimer.getSeconds() - shader->getInitialTime()); - else if (usingFinalShader) - shader->setUniformFloat(SHADER_TIME, 0.f); + else if (CUSTOM_FINAL_SHADER) + shader->setUniformFloat(SHADER_TIME, 0.F); - if (usingFinalShader) { + if (CUSTOM_FINAL_SHADER) { shader->setUniformInt(SHADER_WL_OUTPUT, m_renderData.pMonitor->m_id); shader->setUniformFloat2(SHADER_FULL_SIZE, m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y); shader->setUniformFloat(SHADER_POINTER_INACTIVE_TIMEOUT, *PCURSORTIMEOUT); @@ -1467,7 +1550,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c shader->setUniformFloat(SHADER_POINTER_SIZE, g_pCursorManager->getScaledSize()); } - if (usingFinalShader && *PDT == 0) { + if (CUSTOM_FINAL_SHADER && *PDT == 0) { PHLMONITORREF pMonitor = m_renderData.pMonitor; Vector2D p = ((g_pInputManager->getMouseCoordsInternal() - pMonitor->m_position) * pMonitor->m_scale); p = p.transform(Math::wlTransformToHyprutils(pMonitor->m_transform), pMonitor->m_pixelSize); @@ -1493,7 +1576,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c shader->setUniformFloat(SHADER_POINTER_LAST_ACTIVE, g_pInputManager->m_lastCursorMovement.getSeconds()); shader->setUniformFloat(SHADER_POINTER_SWITCH_TIME, g_pHyprRenderer->m_lastCursorData.switchedTimer.getSeconds()); - } else if (usingFinalShader) { + } else if (CUSTOM_FINAL_SHADER) { shader->setUniformFloat2(SHADER_POINTER, 0.f, 0.f); static const std::vector<float> pressedPosDefault(POINTER_PRESSED_HISTORY_LENGTH * 2uz, 0.f); @@ -1512,17 +1595,15 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c shader->setUniformFloat2(SHADER_FULL_SIZE, m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y); } - if (!usingFinalShader) { - shader->setUniformFloat(SHADER_ALPHA, alpha); + shader->setUniformFloat(SHADER_ALPHA, alpha); - if (data.discardActive) { - shader->setUniformInt(SHADER_DISCARD_OPAQUE, !!(m_renderData.discardMode & DISCARD_OPAQUE)); - shader->setUniformInt(SHADER_DISCARD_ALPHA, !!(m_renderData.discardMode & DISCARD_ALPHA)); - shader->setUniformFloat(SHADER_DISCARD_ALPHA_VALUE, m_renderData.discardOpacity); - } else { - shader->setUniformInt(SHADER_DISCARD_OPAQUE, 0); - shader->setUniformInt(SHADER_DISCARD_ALPHA, 0); - } + if (data.discardActive) { + shader->setUniformInt(SHADER_DISCARD_OPAQUE, !!(m_renderData.discardMode & DISCARD_OPAQUE)); + shader->setUniformInt(SHADER_DISCARD_ALPHA, !!(m_renderData.discardMode & DISCARD_ALPHA)); + shader->setUniformFloat(SHADER_DISCARD_ALPHA_VALUE, m_renderData.discardOpacity); + } else { + shader->setUniformInt(SHADER_DISCARD_OPAQUE, 0); + shader->setUniformInt(SHADER_DISCARD_ALPHA, 0); } CBox transformedBox = newBox; @@ -1532,27 +1613,25 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); - if (!usingFinalShader) { - // Rounded corners - shader->setUniformFloat2(SHADER_TOP_LEFT, TOPLEFT.x, TOPLEFT.y); - shader->setUniformFloat2(SHADER_FULL_SIZE, FULLSIZE.x, FULLSIZE.y); - shader->setUniformFloat(SHADER_RADIUS, data.round); - shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); - - if (data.allowDim && m_renderData.currentWindow) { - if (m_renderData.currentWindow->m_notRespondingTint->value() > 0) { - const auto DIM = m_renderData.currentWindow->m_notRespondingTint->value(); - shader->setUniformInt(SHADER_APPLY_TINT, 1); - shader->setUniformFloat3(SHADER_TINT, 1.f - DIM, 1.f - DIM, 1.f - DIM); - } else if (m_renderData.currentWindow->m_dimPercent->value() > 0) { - shader->setUniformInt(SHADER_APPLY_TINT, 1); - const auto DIM = m_renderData.currentWindow->m_dimPercent->value(); - shader->setUniformFloat3(SHADER_TINT, 1.f - DIM, 1.f - DIM, 1.f - DIM); - } else - shader->setUniformInt(SHADER_APPLY_TINT, 0); + // Rounded corners + shader->setUniformFloat2(SHADER_TOP_LEFT, TOPLEFT.x, TOPLEFT.y); + shader->setUniformFloat2(SHADER_FULL_SIZE, FULLSIZE.x, FULLSIZE.y); + shader->setUniformFloat(SHADER_RADIUS, data.round); + shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); + + if (data.allowDim && m_renderData.currentWindow) { + if (m_renderData.currentWindow->m_notRespondingTint->value() > 0) { + const auto DIM = m_renderData.currentWindow->m_notRespondingTint->value(); + shader->setUniformInt(SHADER_APPLY_TINT, 1); + shader->setUniformFloat3(SHADER_TINT, 1.f - DIM, 1.f - DIM, 1.f - DIM); + } else if (m_renderData.currentWindow->m_dimPercent->value() > 0) { + shader->setUniformInt(SHADER_APPLY_TINT, 1); + const auto DIM = m_renderData.currentWindow->m_dimPercent->value(); + shader->setUniformFloat3(SHADER_TINT, 1.f - DIM, 1.f - DIM, 1.f - DIM); } else shader->setUniformInt(SHADER_APPLY_TINT, 0); - } + } else + shader->setUniformInt(SHADER_APPLY_TINT, 0); glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); glBindBuffer(GL_ARRAY_BUFFER, shader->getUniformLocation(SHADER_SHADER_VBO)); @@ -1605,8 +1684,8 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c }); } - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); + GLCALL(glBindVertexArray(0)); + GLCALL(glBindBuffer(GL_ARRAY_BUFFER, 0)); tex->unbind(); } @@ -1759,24 +1838,7 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi WP<CShader> shader; - // From FB to sRGB - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - if (!skipCM) { - shader = useShader(m_shaders->frag[SH_FRAG_CM_BLURPREPARE]); - passCMUniforms(shader, m_renderData.pMonitor->m_imageDescription, DEFAULT_IMAGE_DESCRIPTION); - shader->setUniformFloat(SHADER_SDR_SATURATION, - m_renderData.pMonitor->m_sdrSaturation > 0 && - m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? - m_renderData.pMonitor->m_sdrSaturation : - 1.0f); - shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, - m_renderData.pMonitor->m_sdrBrightness > 0 && - m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? - m_renderData.pMonitor->m_sdrBrightness : - 1.0f); - } else - shader = useShader(m_shaders->frag[SH_FRAG_BLURPREPARE]); - + shader = useShader(m_shaders->frag[SH_FRAG_BLURPREPARE]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformFloat(SHADER_CONTRAST, *PBLURCONTRAST); shader->setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS); @@ -2238,14 +2300,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto BLEND = m_blend; blend(true); - WP<CShader> shader; - - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - if (!skipCM) { - shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]); - passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); - } else - shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); + WP<CShader> shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniform4fv(SHADER_GRADIENT, grad.m_colorsOkLabA.size() / 4, grad.m_colorsOkLabA); @@ -2324,13 +2379,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto BLEND = m_blend; blend(true); - WP<CShader> shader; - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - if (!skipCM) { - shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]); - passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); - } else - shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); + WP<CShader> shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniform4fv(SHADER_GRADIENT, grad1.m_colorsOkLabA.size() / 4, grad1.m_colorsOkLabA); @@ -2403,11 +2452,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun blend(true); - auto shader = useShader(m_shaders->frag[SH_FRAG_SHADOW]); - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - shader->setUniformInt(SHADER_SKIP_CM, skipCM); - if (!skipCM) - passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); + auto shader = useShader(m_shaders->frag[SH_FRAG_SHADOW]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformFloat4(SHADER_COLOR, col.r, col.g, col.b, col.a * a); @@ -2448,21 +2493,17 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun } void CHyprOpenGLImpl::saveBufferForMirror(const CBox& box) { - - if (!m_renderData.pCurrentMonData->monitorMirrorFB.isAllocated()) - m_renderData.pCurrentMonData->monitorMirrorFB.alloc(m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y, - m_renderData.pMonitor->m_output->state->state().drmFormat); - m_renderData.pCurrentMonData->monitorMirrorFB.bind(); blend(false); renderTexture(m_renderData.currentFB->getTexture(), box, STextureRenderData{ - .a = 1.f, + .a = 1.F, .round = 0, .discardActive = false, .allowCustomUV = false, + .cmBackToSRGB = true, }); blend(true); @@ -3050,9 +3091,9 @@ void CHyprOpenGLImpl::setCapStatus(int cap, bool status) { if (idx == CAP_STATUS_END) { if (status) - glEnable(cap); + GLCALL(glEnable(cap)) else - glDisable(cap); + GLCALL(glDisable(cap)); return; } @@ -3062,10 +3103,10 @@ void CHyprOpenGLImpl::setCapStatus(int cap, bool status) { if (status) { m_capStatus[idx] = status; - glEnable(cap); + GLCALL(glEnable(cap)); } else { m_capStatus[idx] = status; - glDisable(cap); + GLCALL(glDisable(cap)); } } diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp index bc1f5f4d..d801d40b 100644 --- a/src/render/OpenGL.hpp +++ b/src/render/OpenGL.hpp @@ -142,7 +142,7 @@ struct SMonitorRenderData { CFramebuffer mirrorFB; // these are used for some effects, CFramebuffer mirrorSwapFB; // etc CFramebuffer offMainFB; - CFramebuffer monitorMirrorFB; // used for mirroring outputs, does not contain artifacts like offloadFB + CFramebuffer monitorMirrorFB; // used for mirroring outputs / screencopy, does not contain artifacts like offloadFB and is in sRGB CFramebuffer blurFB; SP<CTexture> stencilTex = makeShared<CTexture>(); @@ -239,8 +239,9 @@ class CHyprOpenGLImpl { bool noAA = false; bool blockBlurOptimization = false; GLenum wrapX = GL_CLAMP_TO_EDGE, wrapY = GL_CLAMP_TO_EDGE; - bool cmBackToSRGB = false; - SP<CMonitor> cmBackToSRGBSource; + bool cmBackToSRGB = false; + bool noCM = false; + bool finalMonitorCM = false; }; struct SBorderRenderData { @@ -261,6 +262,7 @@ class CHyprOpenGLImpl { void renderBorder(const CBox&, const CGradientValueData&, SBorderRenderData data); void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, SBorderRenderData data); void renderTextureMatte(SP<CTexture> tex, const CBox& pBox, CFramebuffer& matte); + void renderTexturePrimitive(SP<CTexture> tex, const CBox& box); void pushMonitorTransformEnabled(bool enabled); void popMonitorTransformEnabled(); @@ -300,6 +302,8 @@ class CHyprOpenGLImpl { void renderOffToMain(CFramebuffer* off); void bindBackOnMain(); + bool needsACopyFB(PHLMONITOR mon); + std::string resolveAssetPath(const std::string& file); SP<CTexture> loadAsset(const std::string& file); SP<CTexture> texFromCairo(cairo_surface_t* cairo); @@ -446,7 +450,6 @@ class CHyprOpenGLImpl { void passCMUniforms(WP<CShader>, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription, bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1); void passCMUniforms(WP<CShader>, const NColorManagement::PImageDescription imageDescription); - void renderTexturePrimitive(SP<CTexture> tex, const CBox& box); void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size); void renderRectInternal(const CBox&, const CHyprColor&, const SRectRenderData& data); void renderRectWithBlurInternal(const CBox&, const CHyprColor&, const SRectRenderData& data); diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp index 5f62232c..5f18b906 100644 --- a/src/render/Shader.cpp +++ b/src/render/Shader.cpp @@ -127,7 +127,6 @@ void CShader::getUniformLocations() { m_uniformLocations[SHADER_TEX_TYPE] = getUniform("texType"); // shader has #include "CM.glsl" - m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); @@ -140,6 +139,9 @@ void CShader::getUniformLocations() { m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); + m_uniformLocations[SHADER_USE_ICC] = getUniform("useIcc"); + m_uniformLocations[SHADER_LUT_3D] = getUniform("iccLut3D"); + m_uniformLocations[SHADER_LUT_SIZE] = getUniform("iccLutSize"); // m_uniformLocations[SHADER_TEX] = getUniform("tex"); m_uniformLocations[SHADER_ALPHA] = getUniform("alpha"); @@ -248,7 +250,8 @@ void CShader::setUniformInt(eShaderUniform location, GLint v0) { return; cached = v0; - glUniform1i(m_uniformLocations[location], v0); + + GLCALL(glUniform1i(m_uniformLocations[location], v0)); } void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { @@ -264,7 +267,7 @@ void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { } cached = v0; - glUniform1f(m_uniformLocations[location], v0); + GLCALL(glUniform1f(m_uniformLocations[location], v0)); } void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { @@ -280,7 +283,7 @@ void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) } cached = std::array<GLfloat, 2>{v0, v1}; - glUniform2f(m_uniformLocations[location], v0, v1); + GLCALL(glUniform2f(m_uniformLocations[location], v0, v1)); } void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { @@ -296,7 +299,7 @@ void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 3>{v0, v1, v2}; - glUniform3f(m_uniformLocations[location], v0, v1, v2); + GLCALL(glUniform3f(m_uniformLocations[location], v0, v1, v2)); } void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { @@ -312,7 +315,7 @@ void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 4>{v0, v1, v2, v3}; - glUniform4f(m_uniformLocations[location], v0, v1, v2, v3); + GLCALL(glUniform4f(m_uniformLocations[location], v0, v1, v2, v3)); } void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value) { @@ -328,7 +331,7 @@ void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLbool } cached = SUniformMatrix3Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data()); + GLCALL(glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data())); } void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value) { @@ -344,7 +347,7 @@ void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLbo } cached = SUniformMatrix4Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data()); + GLCALL(glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data())); } void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size) { @@ -361,9 +364,9 @@ void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::ve cached = SUniformVData{.count = count, .value = value}; switch (vec_size) { - case 1: glUniform1fv(m_uniformLocations[location], count, value.data()); break; - case 2: glUniform2fv(m_uniformLocations[location], count, value.data()); break; - case 4: glUniform4fv(m_uniformLocations[location], count, value.data()); break; + case 1: GLCALL(glUniform1fv(m_uniformLocations[location], count, value.data())); break; + case 2: GLCALL(glUniform2fv(m_uniformLocations[location], count, value.data())); break; + case 4: GLCALL(glUniform4fv(m_uniformLocations[location], count, value.data())); break; default: UNREACHABLE(); } } diff --git a/src/render/Shader.hpp b/src/render/Shader.hpp index 9f871c0e..184f6771 100644 --- a/src/render/Shader.hpp +++ b/src/render/Shader.hpp @@ -9,7 +9,6 @@ enum eShaderUniform : uint8_t { SHADER_COLOR, SHADER_ALPHA_MATTE, SHADER_TEX_TYPE, - SHADER_SKIP_CM, SHADER_SOURCE_TF, SHADER_TARGET_TF, SHADER_SRC_TF_RANGE, @@ -75,6 +74,9 @@ enum eShaderUniform : uint8_t { SHADER_POINTER_INACTIVE_TIMEOUT, SHADER_POINTER_LAST_ACTIVE, SHADER_POINTER_SIZE, + SHADER_USE_ICC, + SHADER_LUT_3D, + SHADER_LUT_SIZE, SHADER_LAST, }; diff --git a/src/render/Texture.cpp b/src/render/Texture.cpp index 0e807485..1a35e488 100644 --- a/src/render/Texture.cpp +++ b/src/render/Texture.cpp @@ -58,6 +58,32 @@ CTexture::CTexture(const SP<Aquamarine::IBuffer> buffer, bool keepDataCopy) : m_ createFromDma(attrs, image); } +CTexture::CTexture(std::span<const float> lut3D, size_t N) : m_type(TEXTURE_3D_LUT), m_target(GL_TEXTURE_3D), m_size(lut3D.size() / 3, 1), m_isSynchronous(true) { + allocate(); + bind(); + + GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR); + setTexParameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR); + setTexParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + setTexParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + setTexParameter(GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + // Expand RGB->RGBA on upload (alpha=1) + std::vector<float> rgba; + rgba.resize(N * N * N * 4); + for (size_t i = 0, j = 0; i < N * N * N; ++i, j += 3) { + rgba[i * 4 + 0] = lut3D[j + 0]; + rgba[i * 4 + 1] = lut3D[j + 1]; + rgba[i * 4 + 2] = lut3D[j + 2]; + rgba[i * 4 + 3] = 1.F; + } + + GLCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, N, N, N, 0, GL_RGBA, GL_FLOAT, rgba.data())); + + unbind(); +} + void CTexture::createFromShm(uint32_t drmFormat, uint8_t* pixels, uint32_t stride, const Vector2D& size_) { g_pHyprRenderer->makeEGLCurrent(); diff --git a/src/render/Texture.hpp b/src/render/Texture.hpp index c2e9b2c3..a5806e26 100644 --- a/src/render/Texture.hpp +++ b/src/render/Texture.hpp @@ -3,6 +3,7 @@ #include "../defines.hpp" #include <aquamarine/buffer/Buffer.hpp> #include <hyprutils/math/Misc.hpp> +#include <span> class IHLBuffer; HYPRUTILS_FORWARD(Math, CRegion); @@ -11,6 +12,7 @@ enum eTextureType : int8_t { TEXTURE_INVALID = -1, // Invalid TEXTURE_RGBA = 0, // 4 channels TEXTURE_RGBX, // discard A + TEXTURE_3D_LUT, // 3D LUT TEXTURE_EXTERNAL, // EGLImage }; @@ -24,6 +26,7 @@ class CTexture { CTexture(const CTexture&) = delete; CTexture(uint32_t drmFormat, uint8_t* pixels, uint32_t stride, const Vector2D& size, bool keepDataCopy = false); + CTexture(std::span<const float> lut3D, size_t N); CTexture(const SP<Aquamarine::IBuffer> buffer, bool keepDataCopy = false); // this ctor takes ownership of the eglImage. diff --git a/src/render/shaders/glsl/CM.glsl b/src/render/shaders/glsl/CM.glsl index 36c95a90..66d84885 100644 --- a/src/render/shaders/glsl/CM.glsl +++ b/src/render/shaders/glsl/CM.glsl @@ -6,6 +6,10 @@ uniform mat3 convertMatrix; #include "sdr_mod.glsl" +uniform int useIcc; +uniform highp sampler3D iccLut3D; +uniform float iccLutSize; + //enum eTransferFunction #define CM_TRANSFER_FUNCTION_BT1886 1 #define CM_TRANSFER_FUNCTION_GAMMA22 2 @@ -65,6 +69,24 @@ uniform mat3 convertMatrix; #define M_E 2.718281828459045 + +vec3 applyIcc3DLut(vec3 linearRgb01) { + vec3 x = clamp(linearRgb01, 0.0, 1.0); + + // Map [0..1] to texel centers to avoid edge issues + float N = iccLutSize; + vec3 coord = (x * (N - 1.0) + 0.5) / N; + + return texture(iccLut3D, coord).rgb; +} + +vec3 xy2xyz(vec2 xy) { + if (xy.y == 0.0) + return vec3(0.0, 0.0, 0.0); + + return vec3(xy.x / xy.y, 1.0, (1.0 - xy.x - xy.y) / xy.y); +} + // The primary source for these transfer functions is https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.1361-0-199802-W!!PDF-E.pdf vec3 tfInvPQ(vec3 color) { vec3 E = pow(clamp(color.rgb, vec3(0.0), vec3(1.0)), vec3(PQ_INV_M2)); @@ -250,7 +272,7 @@ vec4 fromLinear(vec4 color, int tf) { return color; } -vec4 fromLinearNit(vec4 color, int tf, vec2 range) { +vec4 fromLinearNit(vec4 color, int tf, vec2 range) { if (tf == CM_TRANSFER_FUNCTION_EXT_LINEAR) color.rgb = color.rgb / SDR_MAX_LUMINANCE; else { @@ -267,12 +289,18 @@ vec4 fromLinearNit(vec4 color, int tf, vec2 range) { vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) { pixColor.rgb /= max(pixColor.a, 0.001); pixColor.rgb = toLinearRGB(pixColor.rgb, srcTF); - pixColor.rgb = convertMatrix * pixColor.rgb; - pixColor = toNit(pixColor, srcTFRange); - pixColor.rgb *= pixColor.a; - #include "do_tonemap.glsl" - pixColor = fromLinearNit(pixColor, dstTF, dstTFRange); - #include "do_sdr_mod.glsl" + + if (useIcc == 1) { + pixColor.rgb = applyIcc3DLut(pixColor.rgb); + pixColor.rgb *= pixColor.a; + } else { + pixColor.rgb = convertMatrix * pixColor.rgb; + pixColor = toNit(pixColor, srcTFRange); + pixColor.rgb *= pixColor.a; + #include "do_tonemap.glsl" + pixColor = fromLinearNit(pixColor, dstTF, dstTFRange); + #include "do_sdr_mod.glsl" + } return pixColor; } diff --git a/src/render/shaders/glsl/shadow.frag b/src/render/shaders/glsl/shadow.frag index 71e96ddb..06aa605c 100644 --- a/src/render/shaders/glsl/shadow.frag +++ b/src/render/shaders/glsl/shadow.frag @@ -5,7 +5,6 @@ precision highp float; in vec4 v_color; in vec2 v_texcoord; -uniform int skipCM; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction uniform mat3 targetPrimariesXYZ; @@ -18,8 +17,6 @@ uniform float roundingPower; uniform float range; uniform float shadowPower; -#include "CM.glsl" - float pixAlphaRoundedDistance(float distanceToCorner) { if (distanceToCorner > radius) { return 0.0; @@ -92,8 +89,5 @@ void main() { // premultiply pixColor.rgb *= pixColor[3]; - if (skipCM == 0) - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); - fragColor = pixColor; }
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