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authorUjinT34 <41110182+UjinT34@users.noreply.github.com>2026-01-21 18:54:14 +0300
committerGitHub <noreply@github.com>2026-01-21 15:54:14 +0000
commit6c3ebed76e7def7b853e21fbf93f6eeb176696f9 (patch)
treedea1b5a43291252a5cfc66895ba9bd77cbc04ec4 /src
parentf9fb24577a0891bc4a8e9591c63ace789fd466a1 (diff)
renderer: add surface shader variants with less branching and uniforms (#13030)
* shader variant features * getSurfaceShader variant with feats * split surface shaders by features * cleanup old shaders
Diffstat (limited to 'src')
-rw-r--r--src/render/OpenGL.cpp156
-rw-r--r--src/render/OpenGL.hpp23
-rw-r--r--src/render/shaders/glsl/CM.glsl151
-rw-r--r--src/render/shaders/glsl/CMrgba.frag33
-rw-r--r--src/render/shaders/glsl/CMrgbadiscard.frag44
-rw-r--r--src/render/shaders/glsl/CMrgbx.frag33
-rw-r--r--src/render/shaders/glsl/CMrgbxdiscard.frag44
-rw-r--r--src/render/shaders/glsl/discard.glsl3
-rw-r--r--src/render/shaders/glsl/do_CM.glsl1
-rw-r--r--src/render/shaders/glsl/do_discard.glsl5
-rw-r--r--src/render/shaders/glsl/do_rounding.glsl1
-rw-r--r--src/render/shaders/glsl/do_sdr_mod.glsl2
-rw-r--r--src/render/shaders/glsl/do_tint.glsl1
-rw-r--r--src/render/shaders/glsl/do_tonemap.glsl1
-rw-r--r--src/render/shaders/glsl/get_rgb_pixel.glsl1
-rw-r--r--src/render/shaders/glsl/get_rgba_pixel.glsl1
-rw-r--r--src/render/shaders/glsl/get_rgbx_pixel.glsl1
-rw-r--r--src/render/shaders/glsl/primaries_xyz.glsl1
-rw-r--r--src/render/shaders/glsl/primaries_xyz_const.glsl1
-rw-r--r--src/render/shaders/glsl/primaries_xyz_uniform.glsl1
-rw-r--r--src/render/shaders/glsl/rgba.frag39
-rw-r--r--src/render/shaders/glsl/rgbx.frag35
-rw-r--r--src/render/shaders/glsl/sdr_mod.glsl10
-rw-r--r--src/render/shaders/glsl/surface.frag25
-rw-r--r--src/render/shaders/glsl/surface_CM.glsl4
-rw-r--r--src/render/shaders/glsl/tint.glsl1
-rw-r--r--src/render/shaders/glsl/tonemap.glsl69
27 files changed, 273 insertions, 414 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index a88d5315..6c75148e 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -871,21 +871,42 @@ static void processShaderIncludes(std::string& source, const std::map<std::strin
}
}
-static std::string processShader(const std::string& filename, const std::map<std::string, std::string>& includes) {
+static const uint8_t MAX_INCLUDE_DEPTH = 3;
+
+static std::string processShader(const std::string& filename, const std::map<std::string, std::string>& includes, const uint8_t includeDepth = 1) {
auto source = loadShader(filename);
- processShaderIncludes(source, includes);
+ for (auto i = 0; i < includeDepth; i++) {
+ processShaderIncludes(source, includes);
+ }
return source;
}
bool CHyprOpenGLImpl::initShaders() {
- auto shaders = makeShared<SPreparedShaders>();
- const bool isDynamic = m_shadersInitialized;
- static const auto PCM = CConfigValue<Hyprlang::INT>("render:cm_enabled");
+ auto shaders = makeShared<SPreparedShaders>();
+ std::map<std::string, std::string> includes;
+ const bool isDynamic = m_shadersInitialized;
+ static const auto PCM = CConfigValue<Hyprlang::INT>("render:cm_enabled");
try {
- std::map<std::string, std::string> includes;
+ loadShaderInclude("get_rgb_pixel.glsl", includes);
+ loadShaderInclude("get_rgba_pixel.glsl", includes);
+ loadShaderInclude("get_rgbx_pixel.glsl", includes);
+ loadShaderInclude("discard.glsl", includes);
+ loadShaderInclude("do_discard.glsl", includes);
+ loadShaderInclude("tint.glsl", includes);
+ loadShaderInclude("do_tint.glsl", includes);
loadShaderInclude("rounding.glsl", includes);
+ loadShaderInclude("do_rounding.glsl", includes);
+ loadShaderInclude("surface_CM.glsl", includes);
loadShaderInclude("CM.glsl", includes);
+ loadShaderInclude("do_CM.glsl", includes);
+ loadShaderInclude("tonemap.glsl", includes);
+ loadShaderInclude("do_tonemap.glsl", includes);
+ loadShaderInclude("sdr_mod.glsl", includes);
+ loadShaderInclude("do_sdr_mod.glsl", includes);
+ loadShaderInclude("primaries_xyz.glsl", includes);
+ loadShaderInclude("primaries_xyz_uniform.glsl", includes);
+ loadShaderInclude("primaries_xyz_const.glsl", includes);
loadShaderInclude("gain.glsl", includes);
loadShaderInclude("border.glsl", includes);
@@ -896,17 +917,13 @@ bool CHyprOpenGLImpl::initShaders() {
m_cmSupported = false;
else {
std::vector<SFragShaderDesc> CM_SHADERS = {{
- {SH_FRAG_CM_RGBA, "CMrgba.frag"},
- {SH_FRAG_CM_RGBA_DISCARD, "CMrgbadiscard.frag"},
- {SH_FRAG_CM_RGBX, "CMrgbx.frag"},
- {SH_FRAG_CM_RGBX_DISCARD, "CMrgbadiscard.frag"},
{SH_FRAG_CM_BLURPREPARE, "CMblurprepare.frag"},
{SH_FRAG_CM_BORDER1, "CMborder.frag"},
}};
bool success = false;
for (const auto& desc : CM_SHADERS) {
- const auto fragSrc = processShader(desc.file, includes);
+ const auto fragSrc = processShader(desc.file, includes, MAX_INCLUDE_DEPTH);
if (!(success = shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, true, true)))
break;
@@ -926,11 +943,9 @@ bool CHyprOpenGLImpl::initShaders() {
std::vector<SFragShaderDesc> FRAG_SHADERS = {{
{SH_FRAG_QUAD, "quad.frag"},
- {SH_FRAG_RGBA, "rgba.frag"},
{SH_FRAG_PASSTHRURGBA, "passthru.frag"},
{SH_FRAG_MATTE, "rgbamatte.frag"},
{SH_FRAG_GLITCH, "glitch.frag"},
- {SH_FRAG_RGBX, "rgbx.frag"},
{SH_FRAG_EXT, "ext.frag"},
{SH_FRAG_BLUR1, "blur1.frag"},
{SH_FRAG_BLUR2, "blur2.frag"},
@@ -941,7 +956,7 @@ bool CHyprOpenGLImpl::initShaders() {
}};
for (const auto& desc : FRAG_SHADERS) {
- const auto fragSrc = processShader(desc.file, includes);
+ const auto fragSrc = processShader(desc.file, includes, MAX_INCLUDE_DEPTH);
if (!shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, isDynamic))
return false;
@@ -956,6 +971,7 @@ bool CHyprOpenGLImpl::initShaders() {
}
m_shaders = shaders;
+ m_includes = includes;
m_shadersInitialized = true;
Log::logger->log(Log::DEBUG, "Shaders initialized successfully.");
@@ -1311,7 +1327,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress;
- auto texType = tex->m_type;
+ uint8_t shaderFeatures = 0;
if (CRASHING) {
shader = m_shaders->frag[SH_FRAG_GLITCH];
@@ -1325,8 +1341,8 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
usingFinalShader = true;
} else {
switch (tex->m_type) {
- case TEXTURE_RGBA: shader = m_shaders->frag[SH_FRAG_RGBA]; break;
- case TEXTURE_RGBX: shader = m_shaders->frag[SH_FRAG_RGBX]; break;
+ case TEXTURE_RGBA: shaderFeatures |= SH_FEAT_RGBA; break;
+ case TEXTURE_RGBX: shaderFeatures &= ~SH_FEAT_RGBA; break;
case TEXTURE_EXTERNAL: shader = m_shaders->frag[SH_FRAG_EXT]; break; // might be unused
default: RASSERT(false, "tex->m_iTarget unsupported!");
@@ -1334,10 +1350,8 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
}
}
- if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault()) {
- shader = m_shaders->frag[SH_FRAG_RGBX];
- texType = TEXTURE_RGBX;
- }
+ if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault())
+ shaderFeatures &= ~SH_FEAT_RGBA;
glActiveTexture(GL_TEXTURE0);
tex->bind();
@@ -1367,29 +1381,52 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
(*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 */;
- if (!skipCM && !usingFinalShader) {
- if (!data.discardActive) {
- if (texType == TEXTURE_RGBA)
- shader = m_shaders->frag[SH_FRAG_CM_RGBA];
- else if (texType == TEXTURE_RGBX)
- shader = m_shaders->frag[SH_FRAG_CM_RGBX];
- } else {
- if (texType == TEXTURE_RGBA)
- shader = m_shaders->frag[SH_FRAG_CM_RGBA_DISCARD];
- else if (texType == TEXTURE_RGBX)
- shader = m_shaders->frag[SH_FRAG_CM_RGBA_DISCARD];
+ 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.round > 0)
+ shaderFeatures |= SH_FEAT_ROUNDING;
+
+ if (!skipCM) {
+ shaderFeatures |= SH_FEAT_CM;
+
+ const bool needsSDRmod = isSDR2HDR(imageDescription->value(), m_renderData.pMonitor->m_imageDescription->value());
+ const bool needsHDRmod = !needsSDRmod && isHDR2SDR(imageDescription->value(), m_renderData.pMonitor->m_imageDescription->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 =
+ m_renderData.pMonitor->m_imageDescription->value().luminances.max > 0 ? m_renderData.pMonitor->m_imageDescription->value().luminances.max : 10000;
+
+ 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) &&
+ m_renderData.pMonitor->m_imageDescription->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;
}
+ }
- shader = useShader(shader);
+ if (!shader)
+ shader = getSurfaceShader(shaderFeatures);
+ shader = useShader(shader);
+
+ if (!skipCM && !usingFinalShader) {
if (data.cmBackToSRGB) {
static auto PSDREOTF = CConfigValue<Hyprlang::INT>("render:cm_sdr_eotf");
auto chosenSdrEotf = *PSDREOTF != 3 ? NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22 : NColorManagement::CM_TRANSFER_FUNCTION_SRGB;
passCMUniforms(shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1);
} else
passCMUniforms(shader, imageDescription);
- } else
- shader = useShader(shader);
+ }
shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
shader->setUniformInt(SHADER_TEX, 0);
@@ -3030,6 +3067,55 @@ bool CHyprOpenGLImpl::explicitSyncSupported() {
return m_exts.EGL_ANDROID_native_fence_sync_ext;
}
+WP<CShader> CHyprOpenGLImpl::getSurfaceShader(uint8_t features) {
+ if (!m_shaders->fragVariants.contains(features)) {
+
+ auto shader = makeShared<CShader>();
+ auto includes = m_includes;
+ includes["get_rgb_pixel.glsl"] = includes[features & SH_FEAT_RGBA ? "get_rgba_pixel.glsl" : "get_rgbx_pixel.glsl"];
+ if (!(features & SH_FEAT_DISCARD)) {
+ includes["discard.glsl"] = "";
+ includes["do_discard.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_TINT)) {
+ includes["tint.glsl"] = "";
+ includes["do_tint.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_ROUNDING)) {
+ includes["rounding.glsl"] = "";
+ includes["do_rounding.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_CM)) {
+ includes["surface_CM.glsl"] = "";
+ includes["CM.glsl"] = "";
+ includes["do_CM.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_TONEMAP)) {
+ includes["tonemap.glsl"] = "";
+ includes["do_tonemap.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_SDR_MOD)) {
+ includes["sdr_mod.glsl"] = "";
+ includes["do_sdr_mod.glsl"] = "";
+ }
+ if (!(features & SH_FEAT_TONEMAP || features & SH_FEAT_SDR_MOD))
+ includes["primaries_xyz.glsl"] = includes["primaries_xyz_const.glsl"];
+
+ Log::logger->log(Log::INFO, "getSurfaceShader: compiling feature set {}", features);
+ const auto fragSrc = processShader("surface.frag", includes, MAX_INCLUDE_DEPTH);
+ if (shader->createProgram(m_shaders->TEXVERTSRC, fragSrc, true, true)) {
+ m_shaders->fragVariants[features] = shader;
+ return shader;
+ } else {
+ Log::logger->log(Log::ERR, "getSurfaceShader failed for {}. Falling back to old branching", features);
+ m_shaders->fragVariants[features] = nullptr;
+ }
+ }
+
+ ASSERT(m_shaders->fragVariants[features]);
+ return m_shaders->fragVariants[features];
+}
+
std::vector<SDRMFormat> CHyprOpenGLImpl::getDRMFormats() {
return m_drmFormats;
}
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 4189e32b..a538aa4b 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -89,10 +89,8 @@ enum eMonitorExtraRenderFBs : uint8_t {
enum ePreparedFragmentShader : uint8_t {
SH_FRAG_QUAD = 0,
- SH_FRAG_RGBA,
SH_FRAG_PASSTHRURGBA,
SH_FRAG_MATTE,
- SH_FRAG_RGBX,
SH_FRAG_EXT,
SH_FRAG_BLUR1,
SH_FRAG_BLUR2,
@@ -103,14 +101,24 @@ enum ePreparedFragmentShader : uint8_t {
SH_FRAG_CM_BORDER1,
SH_FRAG_BORDER1,
SH_FRAG_GLITCH,
- SH_FRAG_CM_RGBA,
- SH_FRAG_CM_RGBA_DISCARD,
- SH_FRAG_CM_RGBX,
- SH_FRAG_CM_RGBX_DISCARD,
SH_FRAG_LAST,
};
+enum ePreparedFragmentShaderFeature : uint8_t {
+ SH_FEAT_UNKNOWN = 0, // all features just in case
+
+ SH_FEAT_RGBA = (1 << 0), // RGBA/RGBX texture sampling
+ SH_FEAT_DISCARD = (1 << 1), // RGBA/RGBX texture sampling
+ SH_FEAT_TINT = (1 << 2), // uniforms: tint; condition: applyTint
+ SH_FEAT_ROUNDING = (1 << 3), // uniforms: radius, roundingPower, topLeft, fullSize; condition: radius > 0
+ SH_FEAT_CM = (1 << 4), // uniforms: srcTFRange, dstTFRange, srcRefLuminance, convertMatrix; condition: !skipCM
+ SH_FEAT_TONEMAP = (1 << 5), // uniforms: maxLuminance, dstMaxLuminance, dstRefLuminance; condition: maxLuminance < dstMaxLuminance * 1.01
+ SH_FEAT_SDR_MOD = (1 << 6), // uniforms: sdrSaturation, sdrBrightnessMultiplier; condition: SDR <-> HDR && (sdrSaturation != 1 || sdrBrightnessMultiplier != 1)
+
+ // uniforms: targetPrimariesXYZ; condition: SH_FEAT_TONEMAP || SH_FEAT_SDR_MOD
+};
+
struct SFragShaderDesc {
ePreparedFragmentShader id;
const char* file;
@@ -126,6 +134,7 @@ struct SPreparedShaders {
std::string TEXVERTSRC;
std::string TEXVERTSRC320;
std::array<SP<CShader>, SH_FRAG_LAST> frag;
+ std::map<uint8_t, SP<CShader>> fragVariants;
};
struct SMonitorRenderData {
@@ -307,9 +316,11 @@ class CHyprOpenGLImpl {
void ensureLockTexturesRendered(bool load);
bool explicitSyncSupported();
+ WP<CShader> getSurfaceShader(uint8_t features);
bool m_shadersInitialized = false;
SP<SPreparedShaders> m_shaders;
+ std::map<std::string, std::string> m_includes;
SCurrentRenderData m_renderData;
diff --git a/src/render/shaders/glsl/CM.glsl b/src/render/shaders/glsl/CM.glsl
index 8b02c5ee..36c95a90 100644
--- a/src/render/shaders/glsl/CM.glsl
+++ b/src/render/shaders/glsl/CM.glsl
@@ -1,14 +1,11 @@
uniform vec2 srcTFRange;
uniform vec2 dstTFRange;
-uniform float maxLuminance;
uniform float srcRefLuminance;
-uniform float dstMaxLuminance;
-uniform float dstRefLuminance;
-uniform float sdrSaturation;
-uniform float sdrBrightnessMultiplier;
uniform mat3 convertMatrix;
+#include "sdr_mod.glsl"
+
//enum eTransferFunction
#define CM_TRANSFER_FUNCTION_BT1886 1
#define CM_TRANSFER_FUNCTION_GAMMA22 2
@@ -68,21 +65,6 @@ uniform mat3 convertMatrix;
#define M_E 2.718281828459045
-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);
-}
-
-vec4 saturate(vec4 color, mat3 primaries, float saturation) {
- if (saturation == 1.0)
- return color;
- vec3 brightness = vec3(primaries[1][0], primaries[1][1], primaries[1][2]);
- float Y = dot(color.rgb, brightness);
- return vec4(mix(vec3(Y), color.rgb, saturation), color[3]);
-}
-
// 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));
@@ -280,126 +262,7 @@ vec4 fromLinearNit(vec4 color, int tf, vec2 range) {
return color;
}
-mat3 primaries2xyz(mat4x2 primaries) {
- vec3 r = xy2xyz(primaries[0]);
- vec3 g = xy2xyz(primaries[1]);
- vec3 b = xy2xyz(primaries[2]);
- vec3 w = xy2xyz(primaries[3]);
-
- mat3 invMat = inverse(
- mat3(
- r.x, r.y, r.z,
- g.x, g.y, g.z,
- b.x, b.y, b.z
- )
- );
-
- vec3 s = invMat * w;
-
- return mat3(
- s.r * r.x, s.r * r.y, s.r * r.z,
- s.g * g.x, s.g * g.y, s.g * g.z,
- s.b * b.x, s.b * b.y, s.b * b.z
- );
-}
-
-
-mat3 adaptWhite(vec2 src, vec2 dst) {
- if (src == dst)
- return mat3(
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0
- );
-
- // const vec2 D65 = vec2(0.3127, 0.3290);
- const mat3 Bradford = mat3(
- 0.8951, 0.2664, -0.1614,
- -0.7502, 1.7135, 0.0367,
- 0.0389, -0.0685, 1.0296
- );
- mat3 BradfordInv = inverse(Bradford);
- vec3 srcXYZ = xy2xyz(src);
- vec3 dstXYZ = xy2xyz(dst);
- vec3 factors = (Bradford * dstXYZ) / (Bradford * srcXYZ);
-
- return BradfordInv * mat3(
- factors.x, 0.0, 0.0,
- 0.0, factors.y, 0.0,
- 0.0, 0.0, factors.z
- ) * Bradford;
-}
-
-vec4 convertPrimaries(vec4 color, mat3 src, vec2 srcWhite, mat3 dst, vec2 dstWhite) {
- mat3 convMat = inverse(dst) * adaptWhite(srcWhite, dstWhite) * src;
- return vec4(convMat * color.rgb, color[3]);
-}
-
-const mat3 BT2020toLMS = mat3(
- 0.3592, 0.6976, -0.0358,
- -0.1922, 1.1004, 0.0755,
- 0.0070, 0.0749, 0.8434
-);
-//const mat3 LMStoBT2020 = inverse(BT2020toLMS);
-const mat3 LMStoBT2020 = mat3(
- 2.0701800566956135096, -1.3264568761030210255, 0.20661600684785517081,
- 0.36498825003265747974, 0.68046736285223514102, -0.045421753075853231409,
- -0.049595542238932107896, -0.049421161186757487412, 1.1879959417328034394
-);
-
-// const mat3 ICtCpPQ = transpose(mat3(
-// 2048.0, 2048.0, 0.0,
-// 6610.0, -13613.0, 7003.0,
-// 17933.0, -17390.0, -543.0
-// ) / 4096.0);
-const mat3 ICtCpPQ = mat3(
- 0.5, 1.61376953125, 4.378173828125,
- 0.5, -3.323486328125, -4.24560546875,
- 0.0, 1.709716796875, -0.132568359375
-);
-//const mat3 ICtCpPQInv = inverse(ICtCpPQ);
-const mat3 ICtCpPQInv = mat3(
- 1.0, 1.0, 1.0,
- 0.0086090370379327566, -0.0086090370379327566, 0.560031335710679118,
- 0.11102962500302595656, -0.11102962500302595656, -0.32062717498731885185
-);
-
-// unused for now
-// const mat3 ICtCpHLG = transpose(mat3(
-// 2048.0, 2048.0, 0.0,
-// 3625.0, -7465.0, 3840.0,
-// 9500.0, -9212.0, -288.0
-// ) / 4096.0);
-// const mat3 ICtCpHLGInv = inverse(ICtCpHLG);
-
-vec4 tonemap(vec4 color, mat3 dstXYZ) {
- if (maxLuminance < dstMaxLuminance * 1.01)
- return vec4(clamp(color.rgb, vec3(0.0), vec3(dstMaxLuminance)), color[3]);
-
- mat3 toLMS = BT2020toLMS * dstXYZ;
- mat3 fromLMS = inverse(dstXYZ) * LMStoBT2020;
-
- vec3 lms = fromLinear(vec4((toLMS * color.rgb) / HDR_MAX_LUMINANCE, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb;
- vec3 ICtCp = ICtCpPQ * lms;
-
- float E = pow(clamp(ICtCp[0], 0.0, 1.0), PQ_INV_M2);
- float luminance = pow(
- (max(E - PQ_C1, 0.0)) / (PQ_C2 - PQ_C3 * E),
- PQ_INV_M1
- ) * HDR_MAX_LUMINANCE;
-
- float linearPart = min(luminance, dstRefLuminance);
- float luminanceAboveRef = max(luminance - dstRefLuminance, 0.0);
- float maxExcessLuminance = max(maxLuminance - dstRefLuminance, 1.0);
- float shoulder = log((luminanceAboveRef / maxExcessLuminance + 1.0) * (M_E - 1.0));
- float mappedHigh = shoulder * (dstMaxLuminance - dstRefLuminance);
- float newLum = clamp(linearPart + mappedHigh, 0.0, dstMaxLuminance);
-
- // scale src to dst reference
- float refScale = dstRefLuminance / srcRefLuminance;
-
- return vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE * refScale, color[3]);
-}
+#include "tonemap.glsl"
vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) {
pixColor.rgb /= max(pixColor.a, 0.001);
@@ -407,11 +270,9 @@ vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) {
pixColor.rgb = convertMatrix * pixColor.rgb;
pixColor = toNit(pixColor, srcTFRange);
pixColor.rgb *= pixColor.a;
- pixColor = tonemap(pixColor, dstxyz);
+ #include "do_tonemap.glsl"
pixColor = fromLinearNit(pixColor, dstTF, dstTFRange);
- if ((srcTF == CM_TRANSFER_FUNCTION_SRGB || srcTF == CM_TRANSFER_FUNCTION_GAMMA22) && dstTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
- pixColor = saturate(pixColor, dstxyz, sdrSaturation);
- pixColor.rgb *= sdrBrightnessMultiplier;
- }
+ #include "do_sdr_mod.glsl"
+
return pixColor;
}
diff --git a/src/render/shaders/glsl/CMrgba.frag b/src/render/shaders/glsl/CMrgba.frag
deleted file mode 100644
index b6696649..00000000
--- a/src/render/shaders/glsl/CMrgba.frag
+++ /dev/null
@@ -1,33 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
-uniform float alpha;
-uniform bool applyTint;
-uniform vec3 tint;
-
-#include "rounding.glsl"
-#include "CM.glsl"
-
-layout(location = 0) out vec4 fragColor;
-void main() {
- vec4 pixColor = texture(tex, v_texcoord);
-
- // this shader shouldn't be used when skipCM == 1
- pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
-
- if (applyTint)
- pixColor.rgb *= tint;
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/CMrgbadiscard.frag b/src/render/shaders/glsl/CMrgbadiscard.frag
deleted file mode 100644
index 9be2ed97..00000000
--- a/src/render/shaders/glsl/CMrgbadiscard.frag
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
-uniform float alpha;
-
-uniform bool discardOpaque;
-uniform bool discardAlpha;
-uniform float discardAlphaValue;
-
-uniform bool applyTint;
-uniform vec3 tint;
-
-#include "rounding.glsl"
-#include "CM.glsl"
-
-layout(location = 0) out vec4 fragColor;
-void main() {
- vec4 pixColor = texture(tex, v_texcoord);
-
- if (discardOpaque && pixColor.a * alpha == 1.0)
- discard;
-
- if (discardAlpha && pixColor.a <= discardAlphaValue)
- discard;
-
- // this shader shouldn't be used when skipCM == 1
- pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
-
- if (applyTint)
- pixColor.rgb *= tint;
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/CMrgbx.frag b/src/render/shaders/glsl/CMrgbx.frag
deleted file mode 100644
index d37328de..00000000
--- a/src/render/shaders/glsl/CMrgbx.frag
+++ /dev/null
@@ -1,33 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
-uniform float alpha;
-uniform bool applyTint;
-uniform vec3 tint;
-
-#include "rounding.glsl"
-#include "CM.glsl"
-
-layout(location = 0) out vec4 fragColor;
-void main() {
- vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
-
- // this shader shouldn't be used when skipCM == 1
- pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
-
- if (applyTint)
- pixColor.rgb *= tint;
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/CMrgbxdiscard.frag b/src/render/shaders/glsl/CMrgbxdiscard.frag
deleted file mode 100644
index a4c05d00..00000000
--- a/src/render/shaders/glsl/CMrgbxdiscard.frag
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
-uniform float alpha;
-
-uniform bool discardOpaque;
-uniform bool discardAlpha;
-uniform float discardAlphaValue;
-
-uniform bool applyTint;
-uniform vec3 tint;
-
-#include "rounding.glsl"
-#include "CM.glsl"
-
-layout(location = 0) out vec4 fragColor;
-void main() {
- vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
-
- if (discardOpaque && pixColor.a * alpha == 1.0)
- discard;
-
- if (discardAlpha && pixColor.a <= discardAlphaValue)
- discard;
-
- // this shader shouldn't be used when skipCM == 1
- pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
-
- if (applyTint)
- pixColor.rgb *= tint;
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/discard.glsl b/src/render/shaders/glsl/discard.glsl
new file mode 100644
index 00000000..311776de
--- /dev/null
+++ b/src/render/shaders/glsl/discard.glsl
@@ -0,0 +1,3 @@
+uniform bool discardOpaque;
+uniform bool discardAlpha;
+uniform float discardAlphaValue;
diff --git a/src/render/shaders/glsl/do_CM.glsl b/src/render/shaders/glsl/do_CM.glsl
new file mode 100644
index 00000000..b63d03e5
--- /dev/null
+++ b/src/render/shaders/glsl/do_CM.glsl
@@ -0,0 +1 @@
+pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); \ No newline at end of file
diff --git a/src/render/shaders/glsl/do_discard.glsl b/src/render/shaders/glsl/do_discard.glsl
new file mode 100644
index 00000000..df6e57e3
--- /dev/null
+++ b/src/render/shaders/glsl/do_discard.glsl
@@ -0,0 +1,5 @@
+if (discardOpaque && pixColor.a * alpha == 1.0)
+ discard;
+
+if (discardAlpha && pixColor.a <= discardAlphaValue)
+ discard; \ No newline at end of file
diff --git a/src/render/shaders/glsl/do_rounding.glsl b/src/render/shaders/glsl/do_rounding.glsl
new file mode 100644
index 00000000..60368fb1
--- /dev/null
+++ b/src/render/shaders/glsl/do_rounding.glsl
@@ -0,0 +1 @@
+pixColor = rounding(pixColor); \ No newline at end of file
diff --git a/src/render/shaders/glsl/do_sdr_mod.glsl b/src/render/shaders/glsl/do_sdr_mod.glsl
new file mode 100644
index 00000000..05dbe180
--- /dev/null
+++ b/src/render/shaders/glsl/do_sdr_mod.glsl
@@ -0,0 +1,2 @@
+pixColor = saturate(pixColor, dstxyz, sdrSaturation);
+pixColor.rgb *= sdrBrightnessMultiplier;
diff --git a/src/render/shaders/glsl/do_tint.glsl b/src/render/shaders/glsl/do_tint.glsl
new file mode 100644
index 00000000..b761b704
--- /dev/null
+++ b/src/render/shaders/glsl/do_tint.glsl
@@ -0,0 +1 @@
+pixColor.rgb = pixColor.rgb * tint;
diff --git a/src/render/shaders/glsl/do_tonemap.glsl b/src/render/shaders/glsl/do_tonemap.glsl
new file mode 100644
index 00000000..db23b0f8
--- /dev/null
+++ b/src/render/shaders/glsl/do_tonemap.glsl
@@ -0,0 +1 @@
+pixColor = tonemap(pixColor, dstxyz); \ No newline at end of file
diff --git a/src/render/shaders/glsl/get_rgb_pixel.glsl b/src/render/shaders/glsl/get_rgb_pixel.glsl
new file mode 100644
index 00000000..31097c58
--- /dev/null
+++ b/src/render/shaders/glsl/get_rgb_pixel.glsl
@@ -0,0 +1 @@
+#include "get_rgbx_pixel.glsl" \ No newline at end of file
diff --git a/src/render/shaders/glsl/get_rgba_pixel.glsl b/src/render/shaders/glsl/get_rgba_pixel.glsl
new file mode 100644
index 00000000..23ad0cf2
--- /dev/null
+++ b/src/render/shaders/glsl/get_rgba_pixel.glsl
@@ -0,0 +1 @@
+vec4 pixColor = texture(tex, v_texcoord);
diff --git a/src/render/shaders/glsl/get_rgbx_pixel.glsl b/src/render/shaders/glsl/get_rgbx_pixel.glsl
new file mode 100644
index 00000000..fa4eb74b
--- /dev/null
+++ b/src/render/shaders/glsl/get_rgbx_pixel.glsl
@@ -0,0 +1 @@
+vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
diff --git a/src/render/shaders/glsl/primaries_xyz.glsl b/src/render/shaders/glsl/primaries_xyz.glsl
new file mode 100644
index 00000000..ddcb5c70
--- /dev/null
+++ b/src/render/shaders/glsl/primaries_xyz.glsl
@@ -0,0 +1 @@
+#include "primaries_xyz_uniform.glsl" \ No newline at end of file
diff --git a/src/render/shaders/glsl/primaries_xyz_const.glsl b/src/render/shaders/glsl/primaries_xyz_const.glsl
new file mode 100644
index 00000000..5499d1cd
--- /dev/null
+++ b/src/render/shaders/glsl/primaries_xyz_const.glsl
@@ -0,0 +1 @@
+const mat3 targetPrimariesXYZ = mat3(0.0);
diff --git a/src/render/shaders/glsl/primaries_xyz_uniform.glsl b/src/render/shaders/glsl/primaries_xyz_uniform.glsl
new file mode 100644
index 00000000..6c0558f0
--- /dev/null
+++ b/src/render/shaders/glsl/primaries_xyz_uniform.glsl
@@ -0,0 +1 @@
+uniform mat3 targetPrimariesXYZ; \ No newline at end of file
diff --git a/src/render/shaders/glsl/rgba.frag b/src/render/shaders/glsl/rgba.frag
deleted file mode 100644
index e4e04500..00000000
--- a/src/render/shaders/glsl/rgba.frag
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 300 es
-
-#extension GL_ARB_shading_language_include : enable
-precision highp float;
-in vec2 v_texcoord; // is in 0-1
-uniform sampler2D tex;
-uniform float alpha;
-
-#include "rounding.glsl"
-
-uniform int discardOpaque;
-uniform int discardAlpha;
-uniform float discardAlphaValue;
-
-uniform int applyTint;
-uniform vec3 tint;
-
-layout(location = 0) out vec4 fragColor;
-void main() {
-
- vec4 pixColor = texture(tex, v_texcoord);
-
- if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
- discard;
-
- if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
- discard;
-
- if (applyTint == 1) {
- pixColor[0] = pixColor[0] * tint[0];
- pixColor[1] = pixColor[1] * tint[1];
- pixColor[2] = pixColor[2] * tint[2];
- }
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/rgbx.frag b/src/render/shaders/glsl/rgbx.frag
deleted file mode 100644
index 84672d76..00000000
--- a/src/render/shaders/glsl/rgbx.frag
+++ /dev/null
@@ -1,35 +0,0 @@
-#version 300 es
-#extension GL_ARB_shading_language_include : enable
-precision highp float;
-in vec2 v_texcoord;
-uniform sampler2D tex;
-uniform float alpha;
-
-#include "rounding.glsl"
-
-uniform int discardOpaque;
-uniform int discardAlpha;
-uniform int discardAlphaValue;
-
-uniform int applyTint;
-uniform vec3 tint;
-
-layout(location = 0) out vec4 fragColor;
-void main() {
-
- if (discardOpaque == 1 && alpha == 1.0)
- discard;
-
- vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
-
- if (applyTint == 1) {
- pixColor[0] = pixColor[0] * tint[0];
- pixColor[1] = pixColor[1] * tint[1];
- pixColor[2] = pixColor[2] * tint[2];
- }
-
- if (radius > 0.0)
- pixColor = rounding(pixColor);
-
- fragColor = pixColor * alpha;
-}
diff --git a/src/render/shaders/glsl/sdr_mod.glsl b/src/render/shaders/glsl/sdr_mod.glsl
new file mode 100644
index 00000000..7803d804
--- /dev/null
+++ b/src/render/shaders/glsl/sdr_mod.glsl
@@ -0,0 +1,10 @@
+uniform float sdrSaturation;
+uniform float sdrBrightnessMultiplier;
+
+vec4 saturate(vec4 color, mat3 primaries, float saturation) {
+ if (saturation == 1.0)
+ return color;
+ vec3 brightness = vec3(primaries[1][0], primaries[1][1], primaries[1][2]);
+ float Y = dot(color.rgb, brightness);
+ return vec4(mix(vec3(Y), color.rgb, saturation), color[3]);
+}
diff --git a/src/render/shaders/glsl/surface.frag b/src/render/shaders/glsl/surface.frag
new file mode 100644
index 00000000..1d3e80b8
--- /dev/null
+++ b/src/render/shaders/glsl/surface.frag
@@ -0,0 +1,25 @@
+#version 300 es
+#extension GL_ARB_shading_language_include : enable
+
+precision highp float;
+in vec2 v_texcoord;
+uniform sampler2D tex;
+
+uniform float alpha;
+
+#include "discard.glsl"
+#include "tint.glsl"
+#include "rounding.glsl"
+#include "surface_CM.glsl"
+
+layout(location = 0) out vec4 fragColor;
+void main() {
+ #include "get_rgb_pixel.glsl"
+
+ #include "do_discard.glsl"
+ #include "do_CM.glsl"
+ #include "do_tint.glsl"
+ #include "do_rounding.glsl"
+
+ fragColor = pixColor * alpha;
+}
diff --git a/src/render/shaders/glsl/surface_CM.glsl b/src/render/shaders/glsl/surface_CM.glsl
new file mode 100644
index 00000000..f90b23c2
--- /dev/null
+++ b/src/render/shaders/glsl/surface_CM.glsl
@@ -0,0 +1,4 @@
+uniform int sourceTF; // eTransferFunction
+uniform int targetTF; // eTransferFunction
+#include "primaries_xyz.glsl"
+#include "CM.glsl"
diff --git a/src/render/shaders/glsl/tint.glsl b/src/render/shaders/glsl/tint.glsl
new file mode 100644
index 00000000..1523100e
--- /dev/null
+++ b/src/render/shaders/glsl/tint.glsl
@@ -0,0 +1 @@
+uniform vec3 tint;
diff --git a/src/render/shaders/glsl/tonemap.glsl b/src/render/shaders/glsl/tonemap.glsl
new file mode 100644
index 00000000..f6ac01f0
--- /dev/null
+++ b/src/render/shaders/glsl/tonemap.glsl
@@ -0,0 +1,69 @@
+uniform float maxLuminance;
+uniform float dstMaxLuminance;
+uniform float dstRefLuminance;
+
+const mat3 BT2020toLMS = mat3(
+ 0.3592, 0.6976, -0.0358,
+ -0.1922, 1.1004, 0.0755,
+ 0.0070, 0.0749, 0.8434
+);
+//const mat3 LMStoBT2020 = inverse(BT2020toLMS);
+const mat3 LMStoBT2020 = mat3(
+ 2.0701800566956135096, -1.3264568761030210255, 0.20661600684785517081,
+ 0.36498825003265747974, 0.68046736285223514102, -0.045421753075853231409,
+ -0.049595542238932107896, -0.049421161186757487412, 1.1879959417328034394
+);
+
+// const mat3 ICtCpPQ = transpose(mat3(
+// 2048.0, 2048.0, 0.0,
+// 6610.0, -13613.0, 7003.0,
+// 17933.0, -17390.0, -543.0
+// ) / 4096.0);
+const mat3 ICtCpPQ = mat3(
+ 0.5, 1.61376953125, 4.378173828125,
+ 0.5, -3.323486328125, -4.24560546875,
+ 0.0, 1.709716796875, -0.132568359375
+);
+//const mat3 ICtCpPQInv = inverse(ICtCpPQ);
+const mat3 ICtCpPQInv = mat3(
+ 1.0, 1.0, 1.0,
+ 0.0086090370379327566, -0.0086090370379327566, 0.560031335710679118,
+ 0.11102962500302595656, -0.11102962500302595656, -0.32062717498731885185
+);
+
+// unused for now
+// const mat3 ICtCpHLG = transpose(mat3(
+// 2048.0, 2048.0, 0.0,
+// 3625.0, -7465.0, 3840.0,
+// 9500.0, -9212.0, -288.0
+// ) / 4096.0);
+// const mat3 ICtCpHLGInv = inverse(ICtCpHLG);
+
+vec4 tonemap(vec4 color, mat3 dstXYZ) {
+ if (maxLuminance < dstMaxLuminance * 1.01)
+ return vec4(clamp(color.rgb, vec3(0.0), vec3(dstMaxLuminance)), color[3]);
+
+ mat3 toLMS = BT2020toLMS * dstXYZ;
+ mat3 fromLMS = inverse(dstXYZ) * LMStoBT2020;
+
+ vec3 lms = fromLinear(vec4((toLMS * color.rgb) / HDR_MAX_LUMINANCE, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb;
+ vec3 ICtCp = ICtCpPQ * lms;
+
+ float E = pow(clamp(ICtCp[0], 0.0, 1.0), PQ_INV_M2);
+ float luminance = pow(
+ (max(E - PQ_C1, 0.0)) / (PQ_C2 - PQ_C3 * E),
+ PQ_INV_M1
+ ) * HDR_MAX_LUMINANCE;
+
+ float linearPart = min(luminance, dstRefLuminance);
+ float luminanceAboveRef = max(luminance - dstRefLuminance, 0.0);
+ float maxExcessLuminance = max(maxLuminance - dstRefLuminance, 1.0);
+ float shoulder = log((luminanceAboveRef / maxExcessLuminance + 1.0) * (M_E - 1.0));
+ float mappedHigh = shoulder * (dstMaxLuminance - dstRefLuminance);
+ float newLum = clamp(linearPart + mappedHigh, 0.0, dstMaxLuminance);
+
+ // scale src to dst reference
+ float refScale = dstRefLuminance / srcRefLuminance;
+
+ return vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE * refScale, color[3]);
+}