Files
LookingGlass/client/renderers/EGL/shader/cursor_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

131 lines
4.0 KiB
GLSL

#version 300 es
precision highp float;
precision highp int;
#include "color_blind.h"
#include "hdr.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform sampler2D sampler2;
uniform float scale;
uniform int cbMode;
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;
vec3 bt709ToXYZ(vec3 rgb)
{
return vec3(
dot(rgb, vec3(0.4123908, 0.3575843, 0.1804808)),
dot(rgb, vec3(0.2126390, 0.7151687, 0.0721923)),
dot(rgb, vec3(0.0193308, 0.1191948, 0.9505322)));
}
vec3 xyzToBT709(vec3 xyz)
{
return vec3(
dot(xyz, vec3( 3.2409699, -1.5373832, -0.4986108)),
dot(xyz, vec3(-0.9692436, 1.8759675, 0.0415551)),
dot(xyz, vec3( 0.0556301, -0.2039770, 1.0569715)));
}
vec3 xyzToBT2020(vec3 xyz)
{
return vec3(
dot(xyz, vec3( 1.7166512, -0.3556708, -0.2533663)),
dot(xyz, vec3(-0.6666844, 1.6164812, 0.0157685)),
dot(xyz, vec3( 0.0176399, -0.0427706, 0.9421031)));
}
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);
return vec3(
mix(texelFetch(sampler2, ivec2(lo.r, 0), 0).r,
texelFetch(sampler2, ivec2(hi.r, 0), 0).r, f.r),
mix(texelFetch(sampler2, ivec2(lo.g, 0), 0).g,
texelFetch(sampler2, ivec2(hi.g, 0), 0).g, f.g),
mix(texelFetch(sampler2, ivec2(lo.b, 0), 0).b,
texelFetch(sampler2, ivec2(hi.b, 0), 0).b, f.b));
}
void main()
{
if (scale > 1.0)
{
vec2 ts = vec2(textureSize(sampler1, 0));
vec2 px = (uv - (0.5 / ts)) * ts;
if (px.x < 0.0 || px.y < 0.0)
discard;
color = texelFetch(sampler1, ivec2(px), 0);
}
else
color = texture(sampler1, uv);
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
// format, apply its 1D LUT, then restore premultiplication.
vec3 value = srgb2lin(clamp(color.rgb / color.a, 0.0, 1.0));
if ((colorTransformFlags & COLOR_TRANSFORM_MATRIX) != 0u)
{
vec3 xyz = bt709ToXYZ(value);
xyz = vec3(
dot(vec4(xyz, 1.0), colorMatrix[0]),
dot(vec4(xyz, 1.0), colorMatrix[1]),
dot(vec4(xyz, 1.0), colorMatrix[2])) * colorTransformScalar;
value = sourceTransfer == TRANSFER_PQ ?
xyzToBT2020(xyz) : xyzToBT709(xyz);
}
else if (sourceTransfer == TRANSFER_PQ)
value = bt709to2020(value);
if (sourceTransfer == TRANSFER_PQ)
value = lin2pq(max(value, 0.0) * (sdrWhiteLevel / 10000.0));
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)
color.rgb = vec3(0.0);
}