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test2/source/blender/gpu/vulkan/shaders/vk_backbuffer_blit_comp.glsl
Christoph Neuhauser 092affc573 Color Management: Use preprocessor for gamma 2.2 vs piecewise sRGB
The referenced commit introduced the use of gamma 2.2 or piecewise sRGB
for the backbuffer blit depending on the operating system. This commit
switches from a push constant for this to a preprocessor define.

Ref 5d72498154

Pull Request: https://projects.blender.org/blender/blender/pulls/146170
2025-09-12 18:30:25 +02:00

43 lines
1.2 KiB
GLSL

/* SPDX-FileCopyrightText: 2025 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "vk_backbuffer_blit_info.hh"
COMPUTE_SHADER_CREATE_INFO(vk_backbuffer_blit)
float srgb_to_linearrgb(float c)
{
if (c < 0.04045f) {
return (c < 0.0f) ? 0.0f : c * (1.0f / 12.92f);
}
return pow((c + 0.055f) * (1.0f / 1.055f), 2.4f);
}
vec3 nonlinear_to_linear_scrgb(vec3 c)
{
#ifdef USE_GAMMA22
return pow(c, vec3(2.2f));
#else
return vec3(srgb_to_linearrgb(c.r), srgb_to_linearrgb(c.g), srgb_to_linearrgb(c.b));
#endif
}
void main()
{
ivec2 dst_texel = ivec2(gl_GlobalInvocationID.xy);
ivec2 src_size = ivec2(imageSize(src_img));
ivec2 src_texel = ivec2(dst_texel.x, src_size.y - dst_texel.y - 1);
vec4 color = imageLoad(src_img, ivec2(src_texel));
/*
* Convert from extended sRGB non-linear to linear.
*
* Preserves negative wide gamut values with sign/abs. May use either gamma 2.2
* decode to match most SDR sRGB displays, or the piecewise sRGB function to
* match Windows SDR applications in HDR node.
*/
color.rgb = sign(color.rgb) * nonlinear_to_linear_scrgb(abs(color.rgb)) * sdr_scale;
imageStore(dst_img, ivec2(dst_texel), color);
}