app/internal/srgb: move sRGB emulation to new internal package

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-10 16:53:51 +01:00
parent 3ae5a37c24
commit adb950cbf3
11 changed files with 81 additions and 80 deletions
+5 -3
View File
@@ -9,6 +9,8 @@ import (
"image"
"runtime"
"gioui.org/app/internal/glimpl"
"gioui.org/app/internal/srgb"
"gioui.org/gpu"
"gioui.org/gpu/gl"
"gioui.org/op"
@@ -18,12 +20,12 @@ import (
type Window struct {
size image.Point
ctx context
fbo *gl.SRGBFBO
fbo *srgb.SRGBFBO
gpu *gpu.GPU
}
type context interface {
Functions() gl.Functions
Functions() *glimpl.Functions
MakeCurrent() error
ReleaseCurrent()
Release()
@@ -41,7 +43,7 @@ func NewWindow(width, height int) (*Window, error) {
}
err = contextDo(ctx, func() error {
f := ctx.Functions()
fbo, err := gl.NewSRGBFBO(f)
fbo, err := srgb.NewSRGBFBO(f)
if err != nil {
ctx.Release()
return err
+2 -3
View File
@@ -4,7 +4,6 @@ package headless
import (
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
)
/*
@@ -16,7 +15,7 @@ import (
import "C"
type nsContext struct {
c gl.Functions
c *glimpl.Functions
ctx C.CFTypeRef
prepared bool
}
@@ -39,7 +38,7 @@ func (c *nsContext) ReleaseCurrent() {
C.gio_headless_clearCurrentContext(c.ctx)
}
func (c *nsContext) Functions() gl.Functions {
func (c *nsContext) Functions() *glimpl.Functions {
return c.c
}
+2 -3
View File
@@ -7,12 +7,11 @@ import (
"syscall/js"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
)
type jsContext struct {
ctx js.Value
f gl.Functions
f *glimpl.Functions
}
func newContext() (*jsContext, error) {
@@ -38,7 +37,7 @@ func newContext() (*jsContext, error) {
return c, nil
}
func (c *jsContext) Functions() gl.Functions {
func (c *jsContext) Functions() *glimpl.Functions {
return c.f
}
+5 -5
View File
@@ -11,18 +11,18 @@ import (
"strings"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
"gioui.org/app/internal/srgb"
)
type Context struct {
c gl.Functions
c *glimpl.Functions
disp _EGLDisplay
eglCtx *eglContext
eglSurf _EGLSurface
width, height int
refreshFBO bool
// For sRGB emulation.
srgbFBO *gl.SRGBFBO
srgbFBO *srgb.SRGBFBO
}
type eglContext struct {
@@ -115,7 +115,7 @@ func NewContext(disp NativeDisplayType) (*Context, error) {
return c, nil
}
func (c *Context) Functions() gl.Functions {
func (c *Context) Functions() *glimpl.Functions {
return c.c
}
@@ -161,7 +161,7 @@ func (c *Context) MakeCurrent() error {
}
if c.srgbFBO == nil {
var err error
c.srgbFBO, err = gl.NewSRGBFBO(c.c)
c.srgbFBO, err = srgb.NewSRGBFBO(c.c)
if err != nil {
return err
}
+50 -48
View File
@@ -1,12 +1,14 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
package srgb
import (
"fmt"
"runtime"
"strings"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
"gioui.org/internal/unsafe"
)
@@ -14,28 +16,28 @@ import (
// for gamma-correct rendering on platforms without
// sRGB enabled native framebuffers.
type SRGBFBO struct {
c Functions
c *glimpl.Functions
width, height int
frameBuffer Framebuffer
depthBuffer Renderbuffer
colorTex Texture
frameBuffer gl.Framebuffer
depthBuffer gl.Renderbuffer
colorTex gl.Texture
blitted bool
quad Buffer
prog Program
quad gl.Buffer
prog gl.Program
es3 bool
}
func NewSRGBFBO(f Functions) (*SRGBFBO, error) {
func NewSRGBFBO(f *glimpl.Functions) (*SRGBFBO, error) {
var es3 bool
glVer := f.GetString(VERSION)
ver, err := parseGLVersion(glVer)
glVer := f.GetString(gl.VERSION)
ver, err := gl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
if ver[0] >= 3 {
es3 = true
} else {
exts := f.GetString(EXTENSIONS)
exts := f.GetString(gl.EXTENSIONS)
if !strings.Contains(exts, "EXT_sRGB") {
return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
}
@@ -47,57 +49,57 @@ func NewSRGBFBO(f Functions) (*SRGBFBO, error) {
colorTex: f.CreateTexture(),
depthBuffer: f.CreateRenderbuffer(),
}
f.BindTexture(TEXTURE_2D, s.colorTex)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
f.BindTexture(gl.TEXTURE_2D, s.colorTex)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
return s, nil
}
func (s *SRGBFBO) Blit() {
if !s.blitted {
prog, err := createProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
if err != nil {
panic(err)
}
s.prog = prog
s.c.UseProgram(prog)
s.c.Uniform1i(getUniformLocation(s.c, prog, "tex"), 0)
s.c.Uniform1i(gl.GetUniformLocation(s.c, prog, "tex"), 0)
s.quad = s.c.CreateBuffer()
s.c.BindBuffer(ARRAY_BUFFER, s.quad)
s.c.BufferData(ARRAY_BUFFER,
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
s.c.BufferData(gl.ARRAY_BUFFER,
unsafe.BytesView([]float32{
-1, +1, 0, 1,
+1, +1, 1, 1,
-1, -1, 0, 0,
+1, -1, 1, 0,
}),
STATIC_DRAW)
gl.STATIC_DRAW)
s.blitted = true
}
s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
s.c.UseProgram(s.prog)
s.c.BindTexture(TEXTURE_2D, s.colorTex)
s.c.BindBuffer(ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, FLOAT, false, 4*4, 4*2)
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, gl.FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2)
s.c.EnableVertexAttribArray(0)
s.c.EnableVertexAttribArray(1)
s.c.DrawArrays(TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(TEXTURE_2D, Texture{})
s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.c.DisableVertexAttribArray(0)
s.c.DisableVertexAttribArray(1)
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
// Bind the sRGB framebuffer again in afterPresent.
s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
}
func (s *SRGBFBO) AfterPresent() {
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
}
func (s *SRGBFBO) Refresh(w, h int) error {
@@ -105,20 +107,20 @@ func (s *SRGBFBO) Refresh(w, h int) error {
if w == 0 || h == 0 {
return nil
}
s.c.BindTexture(TEXTURE_2D, s.colorTex)
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
if s.es3 {
s.c.TexImage2D(TEXTURE_2D, 0, SRGB8_ALPHA8, w, h, RGBA, UNSIGNED_BYTE, nil)
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, w, h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
} else /* EXT_sRGB */ {
s.c.TexImage2D(TEXTURE_2D, 0, SRGB_ALPHA_EXT, w, h, SRGB_ALPHA_EXT, UNSIGNED_BYTE, nil)
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, w, h, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE, nil)
}
currentRB := Renderbuffer(s.c.GetBinding(RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(RENDERBUFFER, DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(RENDERBUFFER, currentRB)
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
currentRB := gl.Renderbuffer(s.c.GetBinding(gl.RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(gl.RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
@@ -127,12 +129,12 @@ func (s *SRGBFBO) Refresh(w, h int) error {
// texture result in twice gamma corrected colors. Using a plain RGBA
// texture seems to work.
s.c.ClearColor(.5, .5, .5, 1.0)
s.c.Clear(COLOR_BUFFER_BIT)
s.c.Clear(gl.COLOR_BUFFER_BIT)
var pixel [4]byte
s.c.ReadPixels(0, 0, 1, 1, RGBA, UNSIGNED_BYTE, pixel[:])
s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
if pixel[0] == 128 { // Correct sRGB color value is ~188
s.c.TexImage2D(TEXTURE_2D, 0, RGBA, w, h, RGBA, UNSIGNED_BYTE, nil)
if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
}
+2 -2
View File
@@ -22,7 +22,7 @@ import (
type context struct {
owner *window
c gl.Functions
c *glimpl.Functions
ctx C.CFTypeRef
layer C.CFTypeRef
init bool
@@ -50,7 +50,7 @@ func newContext(w *window) (*context, error) {
return c, nil
}
func (c *context) Functions() gl.Functions {
func (c *context) Functions() *glimpl.Functions {
return c.c
}
+5 -5
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@@ -7,14 +7,14 @@ import (
"syscall/js"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
"gioui.org/app/internal/srgb"
)
type context struct {
ctx js.Value
cnv js.Value
f gl.Functions
srgbFBO *gl.SRGBFBO
f *glimpl.Functions
srgbFBO *srgb.SRGBFBO
}
func newContext(w *window) (*context, error) {
@@ -45,7 +45,7 @@ func newContext(w *window) (*context, error) {
return c, nil
}
func (c *context) Functions() gl.Functions {
func (c *context) Functions() *glimpl.Functions {
return c.f
}
@@ -76,7 +76,7 @@ func (c *context) Unlock() {}
func (c *context) MakeCurrent() error {
if c.srgbFBO == nil {
var err error
c.srgbFBO, err = gl.NewSRGBFBO(c.f)
c.srgbFBO, err = srgb.NewSRGBFBO(c.f)
if err != nil {
c.Release()
c.srgbFBO = nil
+2 -3
View File
@@ -6,7 +6,6 @@ package window
import (
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
)
/*
@@ -19,7 +18,7 @@ import (
import "C"
type context struct {
c gl.Functions
c *glimpl.Functions
ctx C.CFTypeRef
view C.CFTypeRef
}
@@ -41,7 +40,7 @@ func newContext(w *window) (*context, error) {
return c, nil
}
func (c *context) Functions() gl.Functions {
func (c *context) Functions() *glimpl.Functions {
return c.c
}
+2 -2
View File
@@ -9,7 +9,7 @@ import (
"math"
"time"
"gioui.org/gpu/gl"
"gioui.org/app/internal/glimpl"
"gioui.org/io/event"
"gioui.org/io/system"
"gioui.org/unit"
@@ -32,7 +32,7 @@ type Callbacks interface {
}
type Context interface {
Functions() gl.Functions
Functions() *glimpl.Functions
Present() error
MakeCurrent() error
Release()
+3 -3
View File
@@ -74,7 +74,7 @@ type textureTriple struct {
func NewBackend(f Functions) (*Backend, error) {
exts := strings.Split(f.GetString(EXTENSIONS), " ")
glVer := f.GetString(VERSION)
ver, err := parseGLVersion(glVer)
ver, err := ParseGLVersion(glVer)
if err != nil {
return nil, err
}
@@ -282,7 +282,7 @@ func (b *Backend) DepthFunc(f gpu.DepthFunc) {
}
func (b *Backend) NewProgram(vssrc, fssrc string, attr []string) (gpu.Program, error) {
p, err := createProgram(b.funcs, vssrc, fssrc, attr)
p, err := CreateProgram(b.funcs, vssrc, fssrc, attr)
if err != nil {
return nil, err
}
@@ -316,7 +316,7 @@ func (p *gpuProgram) Bind() {
func (p *gpuProgram) UniformFor(uniform string) gpu.Uniform {
f := p.backend.funcs
return getUniformLocation(f, p.obj, uniform)
return GetUniformLocation(f, p.obj, uniform)
}
func (b *Backend) SetupVertexArray(slot int, size int, dataType gpu.DataType, stride, offset int) {
+3 -3
View File
@@ -8,7 +8,7 @@ import (
"strings"
)
func createProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
vs, err := createShader(ctx, VERTEX_SHADER, vsSrc)
if err != nil {
return Program{}, err
@@ -37,7 +37,7 @@ func createProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
return prog, nil
}
func getUniformLocation(ctx Functions, prog Program, name string) Uniform {
func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
loc := ctx.GetUniformLocation(prog, name)
if !loc.Valid() {
panic(fmt.Errorf("uniform %s not found", name))
@@ -60,7 +60,7 @@ func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
return sh, nil
}
func parseGLVersion(glVer string) ([2]int, error) {
func ParseGLVersion(glVer string) ([2]int, error) {
var ver [2]int
if _, err := fmt.Sscanf(glVer, "OpenGL ES %d.%d", &ver[0], &ver[1]); err == nil {
return ver, nil