render: gles2: Add colour conversion matrix to shaders

This allows mapping to YCbCr without modifying the shader itself.

Signed-off-by: Andri Yngvason <andri@yngvason.is>
This commit is contained in:
Andri Yngvason 2026-04-16 13:30:21 +00:00
parent e8c03e9ce9
commit 1924113a5a
7 changed files with 31 additions and 10 deletions

View file

@ -28,12 +28,21 @@ struct wlr_gles2_pixel_format {
GLint gl_format, gl_type;
};
struct wlr_gles2_quad_shader {
GLuint program;
GLint proj;
GLint color;
GLint color_matrix;
GLint pos_attrib;
};
struct wlr_gles2_tex_shader {
GLuint program;
GLint proj;
GLint tex_proj;
GLint tex;
GLint alpha;
GLint color_matrix;
GLint pos_attrib;
};
@ -74,12 +83,7 @@ struct wlr_gles2_renderer {
} procs;
struct {
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
} quad;
struct wlr_gles2_quad_shader quad;
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;
struct wlr_gles2_tex_shader tex_ext;

View file

@ -11,6 +11,13 @@
#define MAX_QUADS 86 // 4kb
static const GLfloat color_matrix_identity[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
static const struct wlr_render_pass_impl render_pass_impl;
static struct wlr_gles2_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) {
@ -227,6 +234,7 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
WLR_RENDER_BLEND_MODE_NONE : options->blend_mode);
glUseProgram(shader->program);
glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_identity);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex);
@ -276,6 +284,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
} else {
setup_blending(blend_mode);
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, color_matrix_identity);
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
render(&box, options->clip, renderer->shaders.quad.pos_attrib);

View file

@ -640,6 +640,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.color_matrix = glGetUniformLocation(prog, "color_matrix");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog =
@ -651,6 +652,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.tex_proj = glGetUniformLocation(prog, "tex_proj");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.color_matrix = glGetUniformLocation(prog, "color_matrix");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgbx.program = prog =
@ -662,6 +664,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgbx.tex_proj = glGetUniformLocation(prog, "tex_proj");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.color_matrix = glGetUniformLocation(prog, "color_matrix");
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
if (renderer->exts.OES_egl_image_external) {
@ -674,6 +677,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_ext.tex_proj = glGetUniformLocation(prog, "tex_proj");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.color_matrix = glGetUniformLocation(prog, "color_matrix");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
}

View file

@ -7,7 +7,8 @@ precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 color;
uniform mat4 color_matrix;
void main() {
gl_FragColor = color;
gl_FragColor = color * color_matrix;
}

View file

@ -9,7 +9,8 @@ precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform mat4 color_matrix;
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
gl_FragColor = texture2D(texture0, v_texcoord) * alpha * color_matrix;
}

View file

@ -7,7 +7,8 @@ precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform mat4 color_matrix;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
gl_FragColor = texture2D(tex, v_texcoord) * alpha * color_matrix;
}

View file

@ -7,7 +7,8 @@ precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform mat4 color_matrix;
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha * color_matrix;
}