[client] egl: compose native PQ output in linear light

Decode PQ/BT.2020 desktop pixels into an FP16 linear scRGB target before
compositing the color cursor, ImGui, damage overlay, and letterboxing.
Encode the damaged result to PQ once at the surface boundary. Keep logical
AND/XOR cursor masks in the encoded domain.

This preserves premultiplied cursor edges, prevents encoded-domain
blending, uses the Wayland output reference white for local overlays, and
keeps guest cursor white and display calibration independent from frame
SDR white. It also corrects HDR-to-SDR absolute luminance scaling, gamut
matrices, black handling, and buffer-age repair for the extra pass.

Suppress overlays when their conversion framebuffer is unavailable rather
than allowing unconverted sRGB draws into an HDR target.

Use named transfer constants for cursor shader state. Convert clipped
surface rectangles explicitly before using the frame-damage merge helper,
which avoids mixing its unsigned type with the EGL surface rectangle type.

Only advertise native PQ when the FP16 composition target is available.
SDR and native scRGB retain their direct single-pass paths.
This commit is contained in:
Geoffrey McRae
2026-07-19 17:34:27 +10:00
parent 29cfa58e3b
commit 79b031f061
19 changed files with 726 additions and 191 deletions

View File

@@ -12,11 +12,15 @@ uniform sampler2D sampler1;
uniform sampler2D sampler2;
uniform float scale;
uniform int cbMode;
uniform int wireTransfer; // 0: sRGB, 1: scRGB, 2: PQ
uniform int sourceTransfer;
uniform float sdrWhiteLevel;
uniform bool mapHDRtoSDR;
uniform float mapHDRGain;
uniform float mapHDRContentPeak;
uniform uint colorTransformFlags;
uniform vec4 colorMatrix[3];
uniform float colorTransformScalar;
uniform bool linearComposition;
const uint COLOR_TRANSFORM_MATRIX = 1u;
const uint COLOR_TRANSFORM_LUT = 2u;
@@ -47,10 +51,10 @@ vec3 xyzToBT2020(vec3 xyz)
vec3 applyColorLUT(vec3 value)
{
vec3 pos = clamp(value, 0.0, 1.0) * 4095.0;
ivec3 lo = ivec3(floor(pos));
ivec3 hi = min(lo + ivec3(1), ivec3(4095));
vec3 f = fract(pos);
vec3 pos = clamp(value, 0.0, 1.0) * 4095.0;
ivec3 lo = ivec3(floor(pos));
ivec3 hi = min(lo + ivec3(1), ivec3(4095));
vec3 f = fract(pos);
return vec3(
mix(texelFetch(sampler2, ivec2(lo.r, 0), 0).r,
texelFetch(sampler2, ivec2(hi.r, 0), 0).r, f.r),
@@ -74,10 +78,9 @@ void main()
else
color = texture(sampler1, uv);
if (cbMode > 0)
color = cbTransform(color, cbMode);
if (color.a > 0.0 && (wireTransfer != 0 || colorTransformFlags != 0u))
if (color.a > 0.0 &&
(sourceTransfer != TRANSFER_SRGB ||
colorTransformFlags != 0u || cbMode > 0))
{
// Cursor pixels are premultiplied sRGB. Work on straight, linear BT.709
// values through the XYZ calibration stage, encode for the active wire
@@ -90,20 +93,36 @@ void main()
dot(vec4(xyz, 1.0), colorMatrix[0]),
dot(vec4(xyz, 1.0), colorMatrix[1]),
dot(vec4(xyz, 1.0), colorMatrix[2])) * colorTransformScalar;
value = wireTransfer == 2 ? xyzToBT2020(xyz) : xyzToBT709(xyz);
value = sourceTransfer == TRANSFER_PQ ?
xyzToBT2020(xyz) : xyzToBT709(xyz);
}
else if (wireTransfer == 2)
else if (sourceTransfer == TRANSFER_PQ)
value = bt709to2020(value);
if (wireTransfer == 2)
if (sourceTransfer == TRANSFER_PQ)
value = lin2pq(max(value, 0.0) * (sdrWhiteLevel / 10000.0));
else if (wireTransfer == 1)
else if (sourceTransfer == TRANSFER_SCRGB)
value *= sdrWhiteLevel / 80.0;
else
value = lin2srgb(max(value, 0.0));
if ((colorTransformFlags & COLOR_TRANSFORM_LUT) != 0u)
value = applyColorLUT(value);
if (mapHDRtoSDR)
value = mapToSDR(value, mapHDRGain,
mapHDRContentPeak, sourceTransfer == TRANSFER_PQ);
// Native PQ surfaces are composed through a linear scRGB framebuffer.
// Preserve the guest's transfer-domain LUT by decoding it only after the
// complete guest transform has been applied.
else if (linearComposition && sourceTransfer == TRANSFER_PQ)
value = bt2020to709(pq2lin(value, 1.0)) * 125.0;
// Apply SDR-only accessibility transforms after HDR-to-SDR mapping and
// to straight colour so translucent cursor edges remain premultiplied
// correctly.
if (cbMode > 0)
value = cbTransform(vec4(value, 1.0), cbMode).rgb;
color.rgb = value * color.a;
}
else if (color.a == 0.0)