Hash :
34db1c20
Author :
Date :
2025-03-20T12:56:42
Vulkan: glReadPixels should nearest sample the YUV render target Vulkan backend uses texture except texelFetch to obtain the YUV image value for glReadPixels. According to the chroma filter set in the image, it may apply LINEAR sampling. * Change this filter to NEAREST inside glReadPixels to get the correct pixel values. * Modify the fragment shader used in glReadPixels to make sure sampling from the center of the pixel. * Add a new end2end test. Bug: angleproject:404394628 Change-Id: I0e574a464639e11671f0a09eee3e9f38b5abd919 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6366299 Auto-Submit: Aurora Zhang <Aurora.Zhang@arm.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py.
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// shaders/gen/ImageCopyFloat.frag.00000000.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageCopyFloat_frag_00000000[] = {
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0x6b,0xe4,0x3e,0x35,0x41,0xa3,0xda,0xa0,0xd1,0xd2,0x64,0xfc,0xa8,0x6b,0x12,0x6b,
0x75,0x8d,0xae,0x4f,0x66,0x6f,0x0d,0xcf,0x1e,0x3f,0x7b,0x3b,0xc2,0x99,0x5f,0xc6,
0xbd,0x86,0xfb,0x00,0x62,0xc0,0xef,0x67,0xfe,0x05,0x9e,0xf9,0xee,0x70,0xe6,0x5f,
0x14,0xc3,0xfd,0xcc,0xbf,0x24,0x86,0xf9,0x99,0x3f,0x1c,0xce,0x3c,0x6c,0x2f,0xeb,
0x78,0x85,0x79,0x5f,0x09,0xf7,0x93,0x57,0xc9,0x7d,0x24,0x70,0xbf,0x26,0x86,0x3b,
0xf7,0xeb,0x62,0x98,0x73,0x77,0x07,0x6e,0xd8,0x76,0xe9,0xd8,0x43,0xee,0x3d,0xe1,
0xbd,0xfb,0x0d,0x72,0x1f,0x0b,0xef,0xdd,0x6f,0x8a,0xe1,0x1f,0xf0,0xb7,0xd5,0x5b,
0x62,0x18,0xde,0xcd,0x3d,0xdf,0xdb,0x62,0x78,0x0f,0xf3,0xed,0x0b,0xf9,0x60,0xdb,
0xab,0x63,0x1f,0xf3,0xed,0x0d,0xcf,0xf9,0x9b,0x93,0x3d,0xd3,0x96,0x85,0xdf,0x60,
0xee,0xb7,0x2f,0x68,0xdd,0x91,0xcc,0x07,0xb5,0x22,0x66,0x6f,0xa8,0xe7,0x1d,0xd6,
0x73,0x22,0xd4,0xf3,0xae,0x18,0xee,0xf5,0x1c,0x08,0xf5,0xc0,0xb6,0x5f,0xc7,0x01,
0xe6,0xd9,0x1f,0xea,0x99,0xc7,0x7a,0x3a,0xc2,0xda,0xbb,0xdf,0x81,0x50,0x4f,0x67,
0x32,0x1f,0xd4,0x88,0x98,0xfd,0xa1,0x9e,0xf7,0x58,0x4f,0x57,0xa8,0xe7,0x7d,0x31,
0xdc,0xeb,0x39,0x14,0xea,0x81,0xed,0xa0,0x8e,0x43,0xcc,0x73,0x30,0xd4,0x73,0x4b,
0xb2,0xff,0xaf,0x74,0xa6,0xc1,0xe7,0x8f,0xfb,0x1d,0x0a,0xf5,0x3c,0x90,0xcc,0x07,
0x35,0x22,0xe6,0x20,0x9f,0x93,0xdd,0xf4,0xdd,0x15,0x9e,0x19,0xbb,0xc5,0xb4,0x04,
0x9f,0xe7,0xb9,0x31,0x0d,0xe2,0xfe,0x3b,0xd3,0x63,0xbb,0x43,0x9e,0xe5,0xc9,0x72,
0x21,0x37,0x62,0x76,0x31,0xcf,0x61,0xfa,0xbe,0x1c,0x9e,0xa3,0x3b,0xc9,0x87,0xe1,
0xff,0x37,0x4e,0xe1,0x39,0xea,0x31,0x87,0x03,0xff,0xfd,0xc9,0x72,0x20,0xe7,0x4e,
0x9e,0x81,0x19,0x1a,0x81,0xff,0xd7,0xc0,0xf6,0xbb,0xee,0x92,0x2b,0x75,0xfc,0x05,
0xf3,0x4b,0xb5,0x25,0xf0,0x16,0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// #extension GL_GOOGLE_include_directive : require
// #extension GL_EXT_samplerless_texture_functions : require
//
// layout(set = 0, binding = 0)uniform sampler2D src;
// layout(location = 0)out vec4 dst;
//
// #line 1 "shaders/src/ImageCopy.inc"
//
// layout(push_constant)uniform PushConstants {
//
// ivec2 srcOffset;
// ivec2 dstOffset;
// int srcMip;
// int srcLayer;
// int srcSampleCount;
//
// bool flipX;
// bool flipY;
//
// bool premultiplyAlpha;
// bool unmultiplyAlpha;
//
// bool dstHasLuminance;
// bool dstIsAlpha;
//
// bool srcIsSRGB;
// bool dstIsSRGB;
//
// int dstDefaultChannelsMask;
// bool rotateXY;
// } params;
//
// float linearToSRGB(float linear)
// {
//
// if(linear <= 0.0031308)
// {
// return linear * 12.92;
// }
// else
// {
// return pow(linear,(1.0f / 2.4f))* 1.055f - 0.055f;
// }
// }
//
// float sRGBToLinear(float sRGB)
// {
//
// if(sRGB <= 0.04045)
// {
// return sRGB / 12.92;
// }
// else
// {
// return pow((sRGB + 0.055f)/ 1.055f, 2.4f);
// }
// }
//
// ivec2 transformImageCoords(ivec2 glFragCoords)
// {
// ivec2 imageCoordsOut = glFragCoords - params . dstOffset;
//
// if(params . flipX)
// {
// imageCoordsOut . x = - imageCoordsOut . x;
// }
// if(params . flipY)
// {
// imageCoordsOut . y = - imageCoordsOut . y;
// }
// if(params . rotateXY)
// {
// imageCoordsOut . xy = imageCoordsOut . yx;
// }
//
// return imageCoordsOut;
// }
//
// vec4 transformSrcValue(vec4 srcValue)
// {
//
// if(params . srcIsSRGB)
// {
//
// srcValue . r = linearToSRGB(srcValue . r);
// srcValue . g = linearToSRGB(srcValue . g);
// srcValue . b = linearToSRGB(srcValue . b);
// }
//
// if(params . premultiplyAlpha)
// {
// srcValue . rgb *= srcValue . a;
// }
// else if(params . unmultiplyAlpha && srcValue . a > 0)
// {
// srcValue . rgb /= srcValue . a;
// }
//
// vec4 dstValue = vec4(srcValue);
//
// if(params . dstIsSRGB)
// {
//
// dstValue . r = sRGBToLinear(dstValue . r);
// dstValue . g = sRGBToLinear(dstValue . g);
// dstValue . b = sRGBToLinear(dstValue . b);
// }
//
// if(params . dstHasLuminance)
// {
// dstValue . rg = dstValue . ra;
// }
// else if(params . dstIsAlpha)
// {
// dstValue . r = dstValue . a;
// }
// else
// {
// int defaultChannelsMask = params . dstDefaultChannelsMask;
// if((defaultChannelsMask & 2)!= 0)
// {
// dstValue . g = 0;
// }
// if((defaultChannelsMask & 4)!= 0)
// {
// dstValue . b = 0;
// }
// if((defaultChannelsMask & 8)!= 0)
// {
// dstValue . a = 1;
// }
// }
//
// return dstValue;
// }
// #line 30 "shaders/src/ImageCopyFloat.frag"
//
// void main()
// {
// ivec2 srcSubImageCoords = transformImageCoords(ivec2(gl_FragCoord . xy));
//
// vec4 srcValue = texture(
// src, vec2((params . srcOffset + srcSubImageCoords)+ vec2(0.5))/ textureSize(src, 0), params . srcMip);
//
// dst = transformSrcValue(srcValue);
// }