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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.
33 lines
622 B
GLSL
33 lines
622 B
GLSL
#version 300 es
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precision highp float;
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precision highp int;
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform float scale;
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void main()
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{
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vec4 tmp;
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if (scale > 1.0)
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{
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vec2 ts = vec2(textureSize(sampler1, 0));
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vec2 px = (uv - (0.5 / ts)) * ts;
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if (px.x < 0.0 || px.y < 0.0)
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discard;
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tmp = texelFetch(sampler1, ivec2(px), 0);
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}
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else
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tmp = texture(sampler1, uv);
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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discard;
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// Logical cursor masks operate on the encoded destination values. Their
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// binary AND/XOR operands must not be colour converted.
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color = tmp;
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}
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