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:
UjinT34 2026-01-21 18:54:14 +03:00 committed by GitHub
parent f9fb24577a
commit 6c3ebed76e
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GPG key ID: B5690EEEBB952194
27 changed files with 273 additions and 414 deletions

View file

@ -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;
}

View file

@ -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;

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

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#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;
}

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uniform bool discardOpaque;
uniform bool discardAlpha;
uniform float discardAlphaValue;

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pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);

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if (discardOpaque && pixColor.a * alpha == 1.0)
discard;
if (discardAlpha && pixColor.a <= discardAlphaValue)
discard;

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pixColor = rounding(pixColor);

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pixColor = saturate(pixColor, dstxyz, sdrSaturation);
pixColor.rgb *= sdrBrightnessMultiplier;

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pixColor.rgb = pixColor.rgb * tint;

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pixColor = tonemap(pixColor, dstxyz);

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#include "get_rgbx_pixel.glsl"

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vec4 pixColor = texture(tex, v_texcoord);

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vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);

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#include "primaries_xyz_uniform.glsl"

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const mat3 targetPrimariesXYZ = mat3(0.0);

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uniform mat3 targetPrimariesXYZ;

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#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;
}

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#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;
}

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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]);
}

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#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;
}

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uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
#include "primaries_xyz.glsl"
#include "CM.glsl"

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uniform vec3 tint;

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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]);
}