Files
LookingGlass/client/renderers/EGL/shader/desktop_rgb.frag
Geoffrey McRae 79b031f061 [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.
2026-07-19 17:49:18 +10:00

105 lines
2.7 KiB
GLSL

#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
precision highp int;
#define EGL_SCALE_AUTO 0
#define EGL_SCALE_NEAREST 1
#define EGL_SCALE_LINEAR 2
#define EGL_SCALE_MAX 3
#include "color_blind.h"
#include "hdr.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform float nvGain;
uniform int cbMode;
uniform bool isHDR;
uniform bool mapHDRtoSDR;
uniform float mapHDRGain;
uniform float mapHDRContentPeak;
uniform bool mapHDRPQ;
uniform bool outputHDRLinear;
vec3 samplePQLinear(vec2 coord)
{
ivec2 size = textureSize(sampler1, 0);
vec2 samplePos = coord * vec2(size) - 0.5;
ivec2 base = ivec2(floor(samplePos));
vec2 f = fract(samplePos);
ivec2 limit = size - ivec2(1);
vec3 c00 = pq2lin(texelFetch(sampler1,
clamp(base, ivec2(0), limit), 0).rgb, 1.0);
vec3 c10 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 0), ivec2(0), limit), 0).rgb, 1.0);
vec3 c01 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(0, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 c11 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 linear = mix(mix(c00, c10, f.x), mix(c01, c11, f.x), f.y);
return max(linear, 0.0);
}
void main()
{
bool sampledPQLinear = false;
switch (scaleAlgo)
{
case EGL_SCALE_NEAREST:
{
vec2 ts = vec2(textureSize(sampler1, 0));
color = texelFetch(sampler1, ivec2(uv * ts), 0);
break;
}
case EGL_SCALE_LINEAR:
{
if (isHDR && mapHDRPQ)
{
vec3 linear = samplePQLinear(uv);
color = vec4(
outputHDRLinear ? linear : lin2pq(linear), 1.0);
sampledPQLinear = outputHDRLinear;
}
else
color = texture(sampler1, uv);
break;
}
}
if (isHDR && mapHDRtoSDR)
color.rgb = mapToSDR(color.rgb, mapHDRGain,
mapHDRContentPeak, mapHDRPQ);
else if (isHDR && outputHDRLinear && mapHDRPQ)
{
vec3 linear2020 = sampledPQLinear ?
color.rgb : pq2lin(color.rgb, 1.0);
color.rgb = bt2020to709(linear2020) * 125.0;
}
// The legacy effects are defined for an SDR signal. Do not apply them to a
// native HDR signal where their nonlinear operations would alter luminance
// and gamut incorrectly. They remain available after HDR-to-SDR mapping.
if (cbMode > 0 && (!isHDR || mapHDRtoSDR))
color = cbTransform(color, cbMode);
if (nvGain > 0.0 && (!isHDR || mapHDRtoSDR))
{
highp float lumi = (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
if (lumi < 0.5)
color *= atanh((1.0 - lumi) * 2.0 - 1.0) + 1.0;
color *= nvGain;
}
color.a = 1.0;
}