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
This commit is contained in:
parent
f9fb24577a
commit
6c3ebed76e
27 changed files with 273 additions and 414 deletions
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@ -871,21 +871,42 @@ static void processShaderIncludes(std::string& source, const std::map<std::strin
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}
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}
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static std::string processShader(const std::string& filename, const std::map<std::string, std::string>& includes) {
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static const uint8_t MAX_INCLUDE_DEPTH = 3;
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static std::string processShader(const std::string& filename, const std::map<std::string, std::string>& includes, const uint8_t includeDepth = 1) {
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auto source = loadShader(filename);
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processShaderIncludes(source, includes);
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for (auto i = 0; i < includeDepth; i++) {
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processShaderIncludes(source, includes);
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}
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return source;
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}
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bool CHyprOpenGLImpl::initShaders() {
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auto shaders = makeShared<SPreparedShaders>();
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const bool isDynamic = m_shadersInitialized;
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static const auto PCM = CConfigValue<Hyprlang::INT>("render:cm_enabled");
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auto shaders = makeShared<SPreparedShaders>();
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std::map<std::string, std::string> includes;
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const bool isDynamic = m_shadersInitialized;
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static const auto PCM = CConfigValue<Hyprlang::INT>("render:cm_enabled");
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try {
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std::map<std::string, std::string> includes;
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loadShaderInclude("get_rgb_pixel.glsl", includes);
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loadShaderInclude("get_rgba_pixel.glsl", includes);
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loadShaderInclude("get_rgbx_pixel.glsl", includes);
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loadShaderInclude("discard.glsl", includes);
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loadShaderInclude("do_discard.glsl", includes);
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loadShaderInclude("tint.glsl", includes);
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loadShaderInclude("do_tint.glsl", includes);
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loadShaderInclude("rounding.glsl", includes);
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loadShaderInclude("do_rounding.glsl", includes);
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loadShaderInclude("surface_CM.glsl", includes);
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loadShaderInclude("CM.glsl", includes);
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loadShaderInclude("do_CM.glsl", includes);
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loadShaderInclude("tonemap.glsl", includes);
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loadShaderInclude("do_tonemap.glsl", includes);
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loadShaderInclude("sdr_mod.glsl", includes);
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loadShaderInclude("do_sdr_mod.glsl", includes);
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loadShaderInclude("primaries_xyz.glsl", includes);
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loadShaderInclude("primaries_xyz_uniform.glsl", includes);
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loadShaderInclude("primaries_xyz_const.glsl", includes);
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loadShaderInclude("gain.glsl", includes);
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loadShaderInclude("border.glsl", includes);
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@ -896,17 +917,13 @@ bool CHyprOpenGLImpl::initShaders() {
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m_cmSupported = false;
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else {
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std::vector<SFragShaderDesc> CM_SHADERS = {{
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{SH_FRAG_CM_RGBA, "CMrgba.frag"},
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{SH_FRAG_CM_RGBA_DISCARD, "CMrgbadiscard.frag"},
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{SH_FRAG_CM_RGBX, "CMrgbx.frag"},
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{SH_FRAG_CM_RGBX_DISCARD, "CMrgbadiscard.frag"},
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{SH_FRAG_CM_BLURPREPARE, "CMblurprepare.frag"},
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{SH_FRAG_CM_BORDER1, "CMborder.frag"},
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}};
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bool success = false;
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for (const auto& desc : CM_SHADERS) {
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const auto fragSrc = processShader(desc.file, includes);
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const auto fragSrc = processShader(desc.file, includes, MAX_INCLUDE_DEPTH);
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if (!(success = shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, true, true)))
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break;
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@ -926,11 +943,9 @@ bool CHyprOpenGLImpl::initShaders() {
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std::vector<SFragShaderDesc> FRAG_SHADERS = {{
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{SH_FRAG_QUAD, "quad.frag"},
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{SH_FRAG_RGBA, "rgba.frag"},
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{SH_FRAG_PASSTHRURGBA, "passthru.frag"},
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{SH_FRAG_MATTE, "rgbamatte.frag"},
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{SH_FRAG_GLITCH, "glitch.frag"},
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{SH_FRAG_RGBX, "rgbx.frag"},
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{SH_FRAG_EXT, "ext.frag"},
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{SH_FRAG_BLUR1, "blur1.frag"},
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{SH_FRAG_BLUR2, "blur2.frag"},
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@ -941,7 +956,7 @@ bool CHyprOpenGLImpl::initShaders() {
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}};
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for (const auto& desc : FRAG_SHADERS) {
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const auto fragSrc = processShader(desc.file, includes);
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const auto fragSrc = processShader(desc.file, includes, MAX_INCLUDE_DEPTH);
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if (!shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, isDynamic))
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return false;
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@ -956,6 +971,7 @@ bool CHyprOpenGLImpl::initShaders() {
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}
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m_shaders = shaders;
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m_includes = includes;
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m_shadersInitialized = true;
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Log::logger->log(Log::DEBUG, "Shaders initialized successfully.");
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@ -1311,7 +1327,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
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const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress;
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auto texType = tex->m_type;
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uint8_t shaderFeatures = 0;
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if (CRASHING) {
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shader = m_shaders->frag[SH_FRAG_GLITCH];
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@ -1325,8 +1341,8 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
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usingFinalShader = true;
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} else {
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switch (tex->m_type) {
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case TEXTURE_RGBA: shader = m_shaders->frag[SH_FRAG_RGBA]; break;
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case TEXTURE_RGBX: shader = m_shaders->frag[SH_FRAG_RGBX]; break;
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case TEXTURE_RGBA: shaderFeatures |= SH_FEAT_RGBA; break;
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case TEXTURE_RGBX: shaderFeatures &= ~SH_FEAT_RGBA; break;
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case TEXTURE_EXTERNAL: shader = m_shaders->frag[SH_FRAG_EXT]; break; // might be unused
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default: RASSERT(false, "tex->m_iTarget unsupported!");
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@ -1334,10 +1350,8 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
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}
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}
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if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault()) {
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shader = m_shaders->frag[SH_FRAG_RGBX];
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texType = TEXTURE_RGBX;
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}
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if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault())
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shaderFeatures &= ~SH_FEAT_RGBA;
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glActiveTexture(GL_TEXTURE0);
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tex->bind();
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@ -1367,29 +1381,52 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
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(*PPASS == 1 && !isHDRSurface && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR_EDID)) &&
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m_renderData.pMonitor->inFullscreenMode()) /* Fullscreen window with pass cm enabled */;
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if (!skipCM && !usingFinalShader) {
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if (!data.discardActive) {
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if (texType == TEXTURE_RGBA)
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shader = m_shaders->frag[SH_FRAG_CM_RGBA];
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else if (texType == TEXTURE_RGBX)
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shader = m_shaders->frag[SH_FRAG_CM_RGBX];
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} else {
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if (texType == TEXTURE_RGBA)
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shader = m_shaders->frag[SH_FRAG_CM_RGBA_DISCARD];
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else if (texType == TEXTURE_RGBX)
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shader = m_shaders->frag[SH_FRAG_CM_RGBA_DISCARD];
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if (data.discardActive)
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shaderFeatures |= SH_FEAT_DISCARD;
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if (!usingFinalShader) {
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if (data.allowDim && m_renderData.currentWindow && (m_renderData.currentWindow->m_notRespondingTint->value() > 0 || m_renderData.currentWindow->m_dimPercent->value() > 0))
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shaderFeatures |= SH_FEAT_TINT;
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if (data.round > 0)
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shaderFeatures |= SH_FEAT_ROUNDING;
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if (!skipCM) {
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shaderFeatures |= SH_FEAT_CM;
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const bool needsSDRmod = isSDR2HDR(imageDescription->value(), m_renderData.pMonitor->m_imageDescription->value());
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const bool needsHDRmod = !needsSDRmod && isHDR2SDR(imageDescription->value(), m_renderData.pMonitor->m_imageDescription->value());
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const float maxLuminance = needsHDRmod ?
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imageDescription->value().getTFMaxLuminance(-1) :
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(imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference);
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const auto dstMaxLuminance =
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m_renderData.pMonitor->m_imageDescription->value().luminances.max > 0 ? m_renderData.pMonitor->m_imageDescription->value().luminances.max : 10000;
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if (maxLuminance >= dstMaxLuminance * 1.01)
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shaderFeatures |= SH_FEAT_TONEMAP;
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if (!data.cmBackToSRGB &&
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(imageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_SRGB || imageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_GAMMA22) &&
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m_renderData.pMonitor->m_imageDescription->value().transferFunction == CM_TRANSFER_FUNCTION_ST2084_PQ &&
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((m_renderData.pMonitor->m_sdrSaturation > 0 && m_renderData.pMonitor->m_sdrSaturation != 1.0f) ||
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(m_renderData.pMonitor->m_sdrBrightness > 0 && m_renderData.pMonitor->m_sdrBrightness != 1.0f)))
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shaderFeatures |= SH_FEAT_SDR_MOD;
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}
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}
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shader = useShader(shader);
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if (!shader)
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shader = getSurfaceShader(shaderFeatures);
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shader = useShader(shader);
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if (!skipCM && !usingFinalShader) {
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if (data.cmBackToSRGB) {
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static auto PSDREOTF = CConfigValue<Hyprlang::INT>("render:cm_sdr_eotf");
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auto chosenSdrEotf = *PSDREOTF != 3 ? NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22 : NColorManagement::CM_TRANSFER_FUNCTION_SRGB;
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passCMUniforms(shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1);
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} else
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passCMUniforms(shader, imageDescription);
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} else
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shader = useShader(shader);
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}
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shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
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shader->setUniformInt(SHADER_TEX, 0);
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@ -3030,6 +3067,55 @@ bool CHyprOpenGLImpl::explicitSyncSupported() {
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return m_exts.EGL_ANDROID_native_fence_sync_ext;
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}
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WP<CShader> CHyprOpenGLImpl::getSurfaceShader(uint8_t features) {
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if (!m_shaders->fragVariants.contains(features)) {
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auto shader = makeShared<CShader>();
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auto includes = m_includes;
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includes["get_rgb_pixel.glsl"] = includes[features & SH_FEAT_RGBA ? "get_rgba_pixel.glsl" : "get_rgbx_pixel.glsl"];
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if (!(features & SH_FEAT_DISCARD)) {
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includes["discard.glsl"] = "";
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includes["do_discard.glsl"] = "";
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}
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if (!(features & SH_FEAT_TINT)) {
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includes["tint.glsl"] = "";
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includes["do_tint.glsl"] = "";
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}
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if (!(features & SH_FEAT_ROUNDING)) {
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includes["rounding.glsl"] = "";
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includes["do_rounding.glsl"] = "";
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}
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if (!(features & SH_FEAT_CM)) {
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includes["surface_CM.glsl"] = "";
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includes["CM.glsl"] = "";
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includes["do_CM.glsl"] = "";
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}
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if (!(features & SH_FEAT_TONEMAP)) {
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includes["tonemap.glsl"] = "";
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includes["do_tonemap.glsl"] = "";
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}
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if (!(features & SH_FEAT_SDR_MOD)) {
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includes["sdr_mod.glsl"] = "";
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includes["do_sdr_mod.glsl"] = "";
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}
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if (!(features & SH_FEAT_TONEMAP || features & SH_FEAT_SDR_MOD))
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includes["primaries_xyz.glsl"] = includes["primaries_xyz_const.glsl"];
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Log::logger->log(Log::INFO, "getSurfaceShader: compiling feature set {}", features);
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const auto fragSrc = processShader("surface.frag", includes, MAX_INCLUDE_DEPTH);
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if (shader->createProgram(m_shaders->TEXVERTSRC, fragSrc, true, true)) {
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m_shaders->fragVariants[features] = shader;
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return shader;
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} else {
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Log::logger->log(Log::ERR, "getSurfaceShader failed for {}. Falling back to old branching", features);
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m_shaders->fragVariants[features] = nullptr;
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}
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}
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ASSERT(m_shaders->fragVariants[features]);
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return m_shaders->fragVariants[features];
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}
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std::vector<SDRMFormat> CHyprOpenGLImpl::getDRMFormats() {
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return m_drmFormats;
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}
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@ -89,10 +89,8 @@ enum eMonitorExtraRenderFBs : uint8_t {
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enum ePreparedFragmentShader : uint8_t {
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SH_FRAG_QUAD = 0,
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SH_FRAG_RGBA,
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SH_FRAG_PASSTHRURGBA,
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SH_FRAG_MATTE,
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SH_FRAG_RGBX,
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SH_FRAG_EXT,
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SH_FRAG_BLUR1,
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SH_FRAG_BLUR2,
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@ -103,14 +101,24 @@ enum ePreparedFragmentShader : uint8_t {
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SH_FRAG_CM_BORDER1,
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SH_FRAG_BORDER1,
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SH_FRAG_GLITCH,
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SH_FRAG_CM_RGBA,
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SH_FRAG_CM_RGBA_DISCARD,
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SH_FRAG_CM_RGBX,
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SH_FRAG_CM_RGBX_DISCARD,
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SH_FRAG_LAST,
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};
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enum ePreparedFragmentShaderFeature : uint8_t {
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SH_FEAT_UNKNOWN = 0, // all features just in case
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SH_FEAT_RGBA = (1 << 0), // RGBA/RGBX texture sampling
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SH_FEAT_DISCARD = (1 << 1), // RGBA/RGBX texture sampling
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SH_FEAT_TINT = (1 << 2), // uniforms: tint; condition: applyTint
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SH_FEAT_ROUNDING = (1 << 3), // uniforms: radius, roundingPower, topLeft, fullSize; condition: radius > 0
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SH_FEAT_CM = (1 << 4), // uniforms: srcTFRange, dstTFRange, srcRefLuminance, convertMatrix; condition: !skipCM
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SH_FEAT_TONEMAP = (1 << 5), // uniforms: maxLuminance, dstMaxLuminance, dstRefLuminance; condition: maxLuminance < dstMaxLuminance * 1.01
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SH_FEAT_SDR_MOD = (1 << 6), // uniforms: sdrSaturation, sdrBrightnessMultiplier; condition: SDR <-> HDR && (sdrSaturation != 1 || sdrBrightnessMultiplier != 1)
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// uniforms: targetPrimariesXYZ; condition: SH_FEAT_TONEMAP || SH_FEAT_SDR_MOD
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};
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struct SFragShaderDesc {
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ePreparedFragmentShader id;
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const char* file;
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@ -126,6 +134,7 @@ struct SPreparedShaders {
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std::string TEXVERTSRC;
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std::string TEXVERTSRC320;
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std::array<SP<CShader>, SH_FRAG_LAST> frag;
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std::map<uint8_t, SP<CShader>> fragVariants;
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};
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struct SMonitorRenderData {
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@ -307,9 +316,11 @@ class CHyprOpenGLImpl {
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void ensureLockTexturesRendered(bool load);
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bool explicitSyncSupported();
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WP<CShader> getSurfaceShader(uint8_t features);
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bool m_shadersInitialized = false;
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SP<SPreparedShaders> m_shaders;
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std::map<std::string, std::string> m_includes;
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SCurrentRenderData m_renderData;
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@ -1,14 +1,11 @@
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uniform vec2 srcTFRange;
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uniform vec2 dstTFRange;
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uniform float maxLuminance;
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uniform float srcRefLuminance;
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uniform float dstMaxLuminance;
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uniform float dstRefLuminance;
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uniform float sdrSaturation;
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uniform float sdrBrightnessMultiplier;
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uniform mat3 convertMatrix;
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#include "sdr_mod.glsl"
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//enum eTransferFunction
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#define CM_TRANSFER_FUNCTION_BT1886 1
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#define CM_TRANSFER_FUNCTION_GAMMA22 2
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@ -68,21 +65,6 @@ uniform mat3 convertMatrix;
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#define M_E 2.718281828459045
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vec3 xy2xyz(vec2 xy) {
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if (xy.y == 0.0)
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return vec3(0.0, 0.0, 0.0);
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return vec3(xy.x / xy.y, 1.0, (1.0 - xy.x - xy.y) / xy.y);
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}
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vec4 saturate(vec4 color, mat3 primaries, float saturation) {
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if (saturation == 1.0)
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return color;
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vec3 brightness = vec3(primaries[1][0], primaries[1][1], primaries[1][2]);
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float Y = dot(color.rgb, brightness);
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return vec4(mix(vec3(Y), color.rgb, saturation), color[3]);
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}
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// 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
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vec3 tfInvPQ(vec3 color) {
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vec3 E = pow(clamp(color.rgb, vec3(0.0), vec3(1.0)), vec3(PQ_INV_M2));
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@ -280,126 +262,7 @@ vec4 fromLinearNit(vec4 color, int tf, vec2 range) {
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return color;
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}
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mat3 primaries2xyz(mat4x2 primaries) {
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vec3 r = xy2xyz(primaries[0]);
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vec3 g = xy2xyz(primaries[1]);
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vec3 b = xy2xyz(primaries[2]);
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vec3 w = xy2xyz(primaries[3]);
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mat3 invMat = inverse(
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mat3(
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r.x, r.y, r.z,
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g.x, g.y, g.z,
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b.x, b.y, b.z
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)
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);
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vec3 s = invMat * w;
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return mat3(
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s.r * r.x, s.r * r.y, s.r * r.z,
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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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
3
src/render/shaders/glsl/discard.glsl
Normal file
3
src/render/shaders/glsl/discard.glsl
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
uniform bool discardOpaque;
|
||||
uniform bool discardAlpha;
|
||||
uniform float discardAlphaValue;
|
||||
1
src/render/shaders/glsl/do_CM.glsl
Normal file
1
src/render/shaders/glsl/do_CM.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
|
||||
5
src/render/shaders/glsl/do_discard.glsl
Normal file
5
src/render/shaders/glsl/do_discard.glsl
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
if (discardOpaque && pixColor.a * alpha == 1.0)
|
||||
discard;
|
||||
|
||||
if (discardAlpha && pixColor.a <= discardAlphaValue)
|
||||
discard;
|
||||
1
src/render/shaders/glsl/do_rounding.glsl
Normal file
1
src/render/shaders/glsl/do_rounding.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
pixColor = rounding(pixColor);
|
||||
2
src/render/shaders/glsl/do_sdr_mod.glsl
Normal file
2
src/render/shaders/glsl/do_sdr_mod.glsl
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
pixColor = saturate(pixColor, dstxyz, sdrSaturation);
|
||||
pixColor.rgb *= sdrBrightnessMultiplier;
|
||||
1
src/render/shaders/glsl/do_tint.glsl
Normal file
1
src/render/shaders/glsl/do_tint.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
pixColor.rgb = pixColor.rgb * tint;
|
||||
1
src/render/shaders/glsl/do_tonemap.glsl
Normal file
1
src/render/shaders/glsl/do_tonemap.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
pixColor = tonemap(pixColor, dstxyz);
|
||||
1
src/render/shaders/glsl/get_rgb_pixel.glsl
Normal file
1
src/render/shaders/glsl/get_rgb_pixel.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
#include "get_rgbx_pixel.glsl"
|
||||
1
src/render/shaders/glsl/get_rgba_pixel.glsl
Normal file
1
src/render/shaders/glsl/get_rgba_pixel.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
vec4 pixColor = texture(tex, v_texcoord);
|
||||
1
src/render/shaders/glsl/get_rgbx_pixel.glsl
Normal file
1
src/render/shaders/glsl/get_rgbx_pixel.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
|
||||
1
src/render/shaders/glsl/primaries_xyz.glsl
Normal file
1
src/render/shaders/glsl/primaries_xyz.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
#include "primaries_xyz_uniform.glsl"
|
||||
1
src/render/shaders/glsl/primaries_xyz_const.glsl
Normal file
1
src/render/shaders/glsl/primaries_xyz_const.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
const mat3 targetPrimariesXYZ = mat3(0.0);
|
||||
1
src/render/shaders/glsl/primaries_xyz_uniform.glsl
Normal file
1
src/render/shaders/glsl/primaries_xyz_uniform.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
uniform mat3 targetPrimariesXYZ;
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
10
src/render/shaders/glsl/sdr_mod.glsl
Normal file
10
src/render/shaders/glsl/sdr_mod.glsl
Normal file
|
|
@ -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]);
|
||||
}
|
||||
25
src/render/shaders/glsl/surface.frag
Normal file
25
src/render/shaders/glsl/surface.frag
Normal file
|
|
@ -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;
|
||||
}
|
||||
4
src/render/shaders/glsl/surface_CM.glsl
Normal file
4
src/render/shaders/glsl/surface_CM.glsl
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
uniform int sourceTF; // eTransferFunction
|
||||
uniform int targetTF; // eTransferFunction
|
||||
#include "primaries_xyz.glsl"
|
||||
#include "CM.glsl"
|
||||
1
src/render/shaders/glsl/tint.glsl
Normal file
1
src/render/shaders/glsl/tint.glsl
Normal file
|
|
@ -0,0 +1 @@
|
|||
uniform vec3 tint;
|
||||
69
src/render/shaders/glsl/tonemap.glsl
Normal file
69
src/render/shaders/glsl/tonemap.glsl
Normal file
|
|
@ -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]);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue