gpu,gpu/shaders: [compute] decode sRGB texels in shader when EXT_sRGB is missing

This change avoids the hard dependency on GPU support for sRGB encoded
textures in the compute renderer.

With this change and the previously added CPU fallback, Gio no longer
rely on any GPU functionality outside the OpenGL ES 2.0 level.

Fixes gio#49
Fixes gio#154
Fixes gio#97
Fixes gio#36
Fixes gio#172

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-07-29 08:15:50 +02:00
parent d8f8740574
commit 8cec7e04eb
4 changed files with 107 additions and 32 deletions
+41 -11
View File
@@ -42,6 +42,7 @@ type compute struct {
texOps []textureOp
viewport image.Point
maxTextureDim int
srgb bool
programs struct {
elements computeProgram
@@ -98,8 +99,14 @@ type compute struct {
buffer sizedBuffer
uniforms *materialUniforms
uniBuf driver.Buffer
vert struct {
uniforms *materialVertUniforms
buf driver.Buffer
}
frag struct {
buf driver.Buffer
}
// CPU fields
cpuTex cpu.ImageDescriptor
@@ -154,11 +161,16 @@ type copyUniforms struct {
_ [8]byte // Pad to 16 bytes.
}
type materialUniforms struct {
type materialVertUniforms struct {
scale [2]float32
pos [2]float32
}
type materialFragUniforms struct {
emulateSRGB float32
_ [12]byte // Pad to 16 bytes
}
type collector struct {
hasher maphash.Hash
profile bool
@@ -372,6 +384,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
g := &compute{
ctx: ctx,
maxTextureDim: maxDim,
srgb: caps.Features.Has(driver.FeatureSRGB),
conf: new(config),
memHeader: new(memoryHeader),
}
@@ -447,15 +460,27 @@ func newCompute(ctx driver.Device) (*compute, error) {
return nil, err
}
g.materials.layout = progLayout
g.materials.uniforms = new(materialUniforms)
g.materials.vert.uniforms = new(materialVertUniforms)
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms)))
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
if err != nil {
g.Release()
return nil, err
}
g.materials.uniBuf = buf
g.materials.vert.buf = buf
g.materials.prog.SetVertexUniforms(buf)
var emulateSRGB materialFragUniforms
if !g.srgb {
emulateSRGB.emulateSRGB = 1.0
}
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(emulateSRGB)))
if err != nil {
g.Release()
return nil, err
}
buf.Upload(byteslice.Struct(&emulateSRGB))
g.materials.frag.buf = buf
g.materials.prog.SetFragmentUniforms(buf)
for _, shader := range shaders {
if !g.useCPU {
@@ -875,9 +900,9 @@ restart:
}
}
// Transform to clip space: [-1, -1] - [1, 1].
g.materials.uniforms.scale = [2]float32{2 / float32(texSize), 2 / float32(texSize)}
g.materials.uniforms.pos = [2]float32{-1, -1}
g.materials.uniBuf.Upload(byteslice.Struct(g.materials.uniforms))
g.materials.vert.uniforms.scale = [2]float32{2 / float32(texSize), 2 / float32(texSize)}
g.materials.vert.uniforms.pos = [2]float32{-1, -1}
g.materials.vert.buf.Upload(byteslice.Struct(g.materials.vert.uniforms))
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
@@ -952,7 +977,11 @@ restart:
a.tex = nil
}
sz := a.packer.maxDim
handle, err := g.ctx.NewTexture(driver.TextureFormatSRGBA, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
format := driver.TextureFormatSRGBA
if !g.srgb {
format = driver.TextureFormatRGBA8
}
handle, err := g.ctx.NewTexture(format, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
if err != nil {
return fmt.Errorf("compute: failed to create image atlas: %v", err)
}
@@ -1316,7 +1345,8 @@ func (g *compute) Release() {
g.materials.fbo,
g.materials.tex,
&g.materials.buffer,
g.materials.uniBuf,
g.materials.vert.buf,
g.materials.frag.buf,
g.timers.t,
}
g.materials.cpuTex.Free()
+1 -5
View File
@@ -9,7 +9,6 @@ package gpu
import (
"encoding/binary"
"errors"
"fmt"
"image"
"image/color"
@@ -361,11 +360,8 @@ func New(api API) (GPU, error) {
defer d.EndFrame()
forceCompute := os.Getenv("GIORENDERER") == "forcecompute"
feats := d.Caps().Features
if !feats.Has(driver.FeatureSRGB) {
return nil, errors.New("gpu: no sRGB texture formats found")
}
switch {
case !forceCompute && feats.Has(driver.FeatureFloatRenderTargets):
case !forceCompute && feats.Has(driver.FeatureFloatRenderTargets) && feats.Has(driver.FeatureSRGB):
return newGPU(d)
}
return newCompute(d)
+56 -15
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File diff suppressed because one or more lines are too long
+9 -1
View File
@@ -10,6 +10,12 @@ layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 fragColor;
layout(binding=0) uniform Color {
// If emulateSRGB is set (!= 0), the input texels are sRGB encoded. We save the
// conversion step below, at the cost of texture filtering in sRGB space.
float emulateSRGB;
};
vec3 RGBtosRGB(vec3 rgb) {
bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308));
vec3 below = vec3(12.92)*rgb;
@@ -19,6 +25,8 @@ vec3 RGBtosRGB(vec3 rgb) {
void main() {
vec4 texel = texture(tex, vUV);
texel.rgb = RGBtosRGB(texel.rgb);
if (emulateSRGB == 0.0) {
texel.rgb = RGBtosRGB(texel.rgb);
}
fragColor = texel;
}