gamescope/src/shaders/cs_composite_blit.comp
Joshua Ashton 039caccfea rendervulkan: Move away from push constants
CTM data is too big to fit in push constants
2023-10-25 03:40:18 +01:00

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#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#extension GL_EXT_scalar_block_layout : require
#include "descriptor_set.h"
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
#include "blit_push_data.h"
#include "composite.h"
vec4 sampleLayer(uint layerIdx, vec2 uv) {
if ((c_ycbcrMask & (1 << layerIdx)) != 0)
return srgbToLinear(sampleLayer(s_ycbcr_samplers[layerIdx], layerIdx, uv, false));
return sampleLayer(s_samplers[layerIdx], layerIdx, uv, true);
}
void main() {
uvec2 coord = uvec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
uvec2 outSize = imageSize(dst);
if (coord.x >= outSize.x || coord.y >= outSize.y)
return;
vec2 uv = vec2(coord);
vec4 outputValue = vec4(0.0f);
if (checkDebugFlag(compositedebug_PlaneBorders))
outputValue = vec4(1.0f, 0.0f, 0.0f, 0.0f);
if (c_layerCount > 0) {
outputValue = sampleLayer(0, uv) * u_opacity[0];
}
for (int i = 1; i < c_layerCount; i++) {
vec4 layerColor = sampleLayer(i, uv);
// wl_surfaces come with premultiplied alpha, so that's them being
// premultiplied by layerColor.a.
// We need to then multiply that by the layer's opacity to get to our
// final premultiplied state.
// For the other side of things, we need to multiply by (1.0f - (layerColor.a * opacity))
float opacity = u_opacity[i];
float layerAlpha = opacity * layerColor.a;
outputValue = layerColor * opacity + outputValue * (1.0f - layerAlpha);
}
outputValue.rgb = encodeOutputColor(outputValue.rgb);
imageStore(dst, ivec2(coord), outputValue);
// Indicator to quickly tell if we're in the compositing path or not.
if (checkDebugFlag(compositedebug_Markers))
compositing_debug(coord);
}