20 std::optional<Entity> LinearToSrgbFilterContents::RenderFilter(
22 const ContentContext& renderer,
24 const Matrix& effect_transform,
26 const std::optional<Rect>& coverage_hint)
const {
35 inputs[0]->GetSnapshot(
"LinearToSrgb", renderer, entity);
36 if (!input_snapshot.has_value()) {
45 const ContentContext& renderer,
46 const Entity& entity, RenderPass& pass) ->
bool {
47 pass.SetCommandLabel(
"Linear to sRGB Filter");
51 pass.SetPipeline(renderer.GetLinearToSrgbFilterPipeline(options));
53 auto size = input_snapshot->texture->GetSize();
54 std::array<VS::PerVertexData, 4> vertices = {
55 VS::PerVertexData{
Point(0, 0)},
56 VS::PerVertexData{
Point(1, 0)},
57 VS::PerVertexData{
Point(0, 1)},
58 VS::PerVertexData{
Point(1, 1)},
61 auto& host_buffer = renderer.GetTransientsBuffer();
64 VS::FrameInfo frame_info;
66 entity.GetShaderClipDepth(), pass,
67 entity.GetTransform() * input_snapshot->transform *
69 frame_info.texture_sampler_y_coord_scale =
70 input_snapshot->texture->GetYCoordScale();
72 FS::FragInfo frag_info;
73 frag_info.input_alpha =
75 ? input_snapshot->opacity
79 pass, input_snapshot->texture,
80 renderer.GetContext()->GetSamplerLibrary()->GetSampler({}));
81 FS::BindFragInfo(pass, host_buffer.EmplaceUniform(frag_info));
82 VS::BindFrameInfo(pass, host_buffer.EmplaceUniform(frame_info));
84 return pass.Draw().ok();
88 [coverage](
const Entity& entity) -> std::optional<Rect> {
89 return coverage.TransformBounds(entity.GetTransform());
95 sub_entity.SetContents(std::move(contents));
96 sub_entity.SetBlendMode(entity.GetBlendMode());
static std::shared_ptr< Contents > Make(RenderProc render_proc, CoverageProc coverage_proc)
AbsorbOpacity GetAbsorbOpacity() const
std::function< std::optional< Rect >(const Entity &entity)> CoverageProc
std::function< bool(const ContentContext &renderer, const Entity &entity, RenderPass &pass)> RenderProc
Matrix GetShaderTransform(const RenderPass &pass) const
LinearToSrgbFilterContents()
~LinearToSrgbFilterContents() override
VertexShader_ VertexShader
FragmentShader_ FragmentShader
LinePipeline::FragmentShader FS
VertexBuffer CreateVertexBuffer(std::array< VertexType, size > input, HostBuffer &host_buffer)
Create an index-less vertex buffer from a fixed size array.
LinePipeline::VertexShader VS
ContentContextOptions OptionsFromPassAndEntity(const RenderPass &pass, const Entity &entity)
static constexpr Matrix MakeScale(const Vector3 &s)