render/vulkan: add dummy 3d lookup table to output shader

Later commits will add shader options that use a real 3d
lookup table.
This commit is contained in:
Manuel Stoeckl 2024-01-06 21:04:52 -05:00 committed by Simon Ser
parent 895e3d18b9
commit c64144a39b
4 changed files with 229 additions and 17 deletions

View File

@ -243,10 +243,22 @@ struct wlr_vk_renderer {
// for blend->output subpass
VkPipelineLayout output_pipe_layout;
VkDescriptorSetLayout output_ds_layout;
VkDescriptorSetLayout output_ds_srgb_layout;
VkDescriptorSetLayout output_ds_lut3d_layout;
VkSampler output_sampler_lut3d;
// descriptor set indicating dummy 1x1x1 image, for use in the lut3d slot
VkDescriptorSet output_ds_lut3d_dummy;
struct wlr_vk_descriptor_pool *output_ds_lut3d_dummy_pool;
size_t last_output_pool_size;
struct wl_list output_descriptor_pools; // wlr_vk_descriptor_pool.link
// dummy sampler to bind when output shader is not using a lookup table
VkImage dummy3d_image;
VkDeviceMemory dummy3d_mem;
VkImageView dummy3d_image_view;
bool dummy3d_image_transitioned;
VkSemaphore timeline_semaphore;
uint64_t timeline_point;
@ -286,6 +298,11 @@ struct wlr_vk_vert_pcr_data {
float uv_size[2];
};
struct wlr_vk_frag_output_pcr_data {
float lut_3d_offset;
float lut_3d_scale;
};
struct wlr_vk_texture_view {
struct wl_list link; // struct wlr_vk_texture.views
const struct wlr_vk_pipeline_layout *layout;

View File

@ -103,14 +103,26 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
.uv_off = { 0, 0 },
.uv_size = { 1, 1 },
};
struct wlr_vk_frag_output_pcr_data frag_pcr_data = {
.lut_3d_offset = 0.5f / 1,
.lut_3d_scale = (float)(1 - 1) / 1,
};
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
bind_pipeline(pass, render_buffer->render_setup->output_pipe);
vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(render_cb->vk, renderer->output_pipe_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
sizeof(frag_pcr_data), &frag_pcr_data);
VkDescriptorSet ds[] = {
render_buffer->blend_descriptor_set, // set 0
renderer->output_ds_lut3d_dummy, // set 1
};
size_t ds_len = sizeof(ds) / sizeof(ds[0]);
vkCmdBindDescriptorSets(render_cb->vk,
VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout,
0, 1, &render_buffer->blend_descriptor_set, 0, NULL);
0, ds_len, ds, 0, NULL);
const pixman_region32_t *clip = rect_union_evaluate(&pass->updated_region);
int clip_rects_len;
@ -686,6 +698,14 @@ struct wlr_vk_render_pass *vulkan_begin_render_pass(struct wlr_vk_renderer *rend
return NULL;
}
if (!renderer->dummy3d_image_transitioned) {
renderer->dummy3d_image_transitioned = true;
vulkan_change_layout(cb->vk, renderer->dummy3d_image,
VK_IMAGE_LAYOUT_UNDEFINED, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
0, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_ACCESS_SHADER_READ_BIT);
}
int width = buffer->wlr_buffer->width;
int height = buffer->wlr_buffer->height;
VkRect2D rect = { .extent = { width, height } };

View File

@ -138,7 +138,7 @@ struct wlr_vk_descriptor_pool *vulkan_alloc_texture_ds(
struct wlr_vk_descriptor_pool *vulkan_alloc_blend_ds(
struct wlr_vk_renderer *renderer, VkDescriptorSet *ds) {
return alloc_ds(renderer, ds, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
&renderer->output_ds_layout, &renderer->output_descriptor_pools,
&renderer->output_ds_srgb_layout, &renderer->output_descriptor_pools,
&renderer->last_output_pool_size);
}
@ -1045,10 +1045,20 @@ static void vulkan_destroy(struct wlr_renderer *wlr_renderer) {
vkDestroySamplerYcbcrConversion(dev->dev, pipeline_layout->ycbcr.conversion, NULL);
}
if (renderer->output_ds_lut3d_dummy_pool) {
vulkan_free_ds(renderer, renderer->output_ds_lut3d_dummy_pool,
renderer->output_ds_lut3d_dummy);
}
vkDestroyImageView(dev->dev, renderer->dummy3d_image_view, NULL);
vkDestroyImage(dev->dev, renderer->dummy3d_image, NULL);
vkFreeMemory(dev->dev, renderer->dummy3d_mem, NULL);
vkDestroySemaphore(dev->dev, renderer->timeline_semaphore, NULL);
vkDestroyPipelineLayout(dev->dev, renderer->output_pipe_layout, NULL);
vkDestroyDescriptorSetLayout(dev->dev, renderer->output_ds_layout, NULL);
vkDestroyDescriptorSetLayout(dev->dev, renderer->output_ds_srgb_layout, NULL);
vkDestroyDescriptorSetLayout(dev->dev, renderer->output_ds_lut3d_layout, NULL);
vkDestroyCommandPool(dev->dev, renderer->command_pool, NULL);
vkDestroySampler(dev->dev, renderer->output_sampler_lut3d, NULL);
if (renderer->read_pixels_cache.initialized) {
vkFreeMemory(dev->dev, renderer->read_pixels_cache.dst_img_memory, NULL);
@ -1384,13 +1394,11 @@ static bool init_tex_layouts(struct wlr_vk_renderer *renderer,
return true;
}
static bool init_blend_to_output_layouts(struct wlr_vk_renderer *renderer,
VkDescriptorSetLayout *out_ds_layout,
VkPipelineLayout *out_pipe_layout) {
static bool init_blend_to_output_layouts(struct wlr_vk_renderer *renderer) {
VkResult res;
VkDevice dev = renderer->dev->dev;
VkDescriptorSetLayoutBinding ds_binding = {
VkDescriptorSetLayoutBinding ds_binding_input = {
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
.descriptorCount = 1,
@ -1401,32 +1409,83 @@ static bool init_blend_to_output_layouts(struct wlr_vk_renderer *renderer,
VkDescriptorSetLayoutCreateInfo ds_info = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = &ds_binding,
.pBindings = &ds_binding_input,
};
res = vkCreateDescriptorSetLayout(dev, &ds_info, NULL, out_ds_layout);
res = vkCreateDescriptorSetLayout(dev, &ds_info, NULL, &renderer->output_ds_srgb_layout);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateDescriptorSetLayout", res);
return false;
}
VkSamplerCreateInfo sampler_create_info = {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = VK_FILTER_LINEAR,
.minFilter = VK_FILTER_LINEAR,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.minLod = 0.f,
.maxLod = 0.25f,
};
res = vkCreateSampler(renderer->dev->dev, &sampler_create_info, NULL,
&renderer->output_sampler_lut3d);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateSampler", res);
return false;
}
VkDescriptorSetLayoutBinding ds_binding_lut3d = {
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
.pImmutableSamplers = &renderer->output_sampler_lut3d,
};
VkDescriptorSetLayoutCreateInfo ds_lut3d_info = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = &ds_binding_lut3d,
};
res = vkCreateDescriptorSetLayout(dev, &ds_lut3d_info, NULL,
&renderer->output_ds_lut3d_layout);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateDescriptorSetLayout", res);
return false;
}
// pipeline layout -- standard vertex uniforms, no shader uniforms
VkPushConstantRange pc_ranges[1] = {
VkPushConstantRange pc_ranges[2] = {
{
.offset = 0,
.size = sizeof(struct wlr_vk_vert_pcr_data),
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
},
{
.offset = sizeof(struct wlr_vk_vert_pcr_data),
.size = sizeof(struct wlr_vk_frag_output_pcr_data),
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
},
};
VkDescriptorSetLayout out_ds_layouts[2] = {
renderer->output_ds_srgb_layout,
renderer->output_ds_lut3d_layout,
};
VkPipelineLayoutCreateInfo pl_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 1,
.pSetLayouts = out_ds_layout,
.pushConstantRangeCount = 1,
.setLayoutCount = 2,
.pSetLayouts = out_ds_layouts,
.pushConstantRangeCount = 2,
.pPushConstantRanges = pc_ranges,
};
res = vkCreatePipelineLayout(dev, &pl_info, NULL, out_pipe_layout);
res = vkCreatePipelineLayout(dev, &pl_info, NULL, &renderer->output_pipe_layout);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreatePipelineLayout", res);
return false;
@ -1820,6 +1879,106 @@ struct wlr_vk_pipeline_layout *get_or_create_pipeline_layout(
return pipeline_layout;
}
/* The fragment shader for the blend->image subpass can be configured to either
* use or not a sampler3d lookup table; however, even if the shader does not use
* the sampler, a valid descriptor set should be bound. Create that here, linked to
* a 1x1x1 image.
*/
static bool init_dummy_images(struct wlr_vk_renderer *renderer) {
VkResult res;
VkDevice dev = renderer->dev->dev;
VkFormat format = VK_FORMAT_R32G32B32A32_SFLOAT;
VkImageCreateInfo img_info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_3D,
.format = format,
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.extent = (VkExtent3D) { 1, 1, 1 },
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_SAMPLED_BIT,
};
res = vkCreateImage(dev, &img_info, NULL, &renderer->dummy3d_image);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateImage failed", res);
return false;
}
VkMemoryRequirements mem_reqs = {0};
vkGetImageMemoryRequirements(dev, renderer->dummy3d_image, &mem_reqs);
int mem_type_index = vulkan_find_mem_type(renderer->dev,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, mem_reqs.memoryTypeBits);
if (mem_type_index == -1) {
wlr_log(WLR_ERROR, "Failed to find suitable memory type");
return false;
}
VkMemoryAllocateInfo mem_info = {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.allocationSize = mem_reqs.size,
.memoryTypeIndex = mem_type_index,
};
res = vkAllocateMemory(dev, &mem_info, NULL, &renderer->dummy3d_mem);
if (res != VK_SUCCESS) {
wlr_vk_error("vkAllocateMemory failed", res);
return false;
}
res = vkBindImageMemory(dev, renderer->dummy3d_image, renderer->dummy3d_mem, 0);
if (res != VK_SUCCESS) {
wlr_vk_error("vkBindMemory failed", res);
return false;
}
VkImageViewCreateInfo view_info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.viewType = VK_IMAGE_VIEW_TYPE_3D,
.format = format,
.components.r = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.g = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.b = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.a = VK_COMPONENT_SWIZZLE_IDENTITY,
.subresourceRange = (VkImageSubresourceRange) {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
.image = renderer->dummy3d_image,
};
res = vkCreateImageView(dev, &view_info, NULL, &renderer->dummy3d_image_view);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateImageView failed", res);
return false;
}
renderer->output_ds_lut3d_dummy_pool = vulkan_alloc_texture_ds(renderer,
renderer->output_ds_lut3d_layout, &renderer->output_ds_lut3d_dummy);
if (!renderer->output_ds_lut3d_dummy_pool) {
wlr_log(WLR_ERROR, "Failed to allocate descriptor");
return false;
}
VkDescriptorImageInfo ds_img_info = {
.imageView = renderer->dummy3d_image_view,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
};
VkWriteDescriptorSet ds_write = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.dstSet = renderer->output_ds_lut3d_dummy,
.pImageInfo = &ds_img_info,
};
vkUpdateDescriptorSets(dev, 1, &ds_write, 0, NULL);
return true;
}
// Creates static render data, such as sampler, layouts and shader modules
// for the given renderer.
// Cleanup is done by destroying the renderer.
@ -1827,8 +1986,11 @@ static bool init_static_render_data(struct wlr_vk_renderer *renderer) {
VkResult res;
VkDevice dev = renderer->dev->dev;
if (!init_blend_to_output_layouts(renderer, &renderer->output_ds_layout,
&renderer->output_pipe_layout)) {
if (!init_blend_to_output_layouts(renderer)) {
return false;
}
if (!init_dummy_images(renderer)) {
return false;
}

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@ -2,9 +2,17 @@
layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color;
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
/* struct wlr_vk_frag_output_pcr_data */
layout(push_constant) uniform UBO {
layout(offset = 80) float lut_3d_offset;
float lut_3d_scale;
} data;
float linear_channel_to_srgb(float x) {
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
}
@ -25,5 +33,10 @@ vec4 linear_color_to_srgb(vec4 color) {
void main() {
vec4 val = subpassLoad(in_color).rgba;
// temporary code to use the 3d look up table; to be dropped next commit
vec3 pos = data.lut_3d_offset + vec3(0.5,0.5,0.5) * data.lut_3d_scale;
val.rgb *= texture(lut_3d, pos).rgb;
out_color = linear_color_to_srgb(val);
}