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https://git.sr.ht/~eliasnaur/gio
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gp/internal/opengl: support sRGB emulation for embedded content
Programs such as gio-example/glfw rely on Gio drawing blending with the framebuffer background. This change makes it so when sRGB emulation is active. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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-1
@@ -280,7 +280,7 @@ func (g *compute) Frame() error {
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Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
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}
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defFBO := g.ctx.BeginFrame(viewport)
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defFBO := g.ctx.BeginFrame(g.drawOps.clear, viewport)
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defer g.ctx.EndFrame()
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if g.drawOps.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
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+1
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@@ -426,7 +426,7 @@ func (g *gpu) Collect(viewport image.Point, frameOps *op.Ops) {
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func (g *gpu) Frame() error {
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viewport := g.renderer.blitter.viewport
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defFBO := g.ctx.BeginFrame(viewport)
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defFBO := g.ctx.BeginFrame(g.drawOps.clear, viewport)
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defer g.ctx.EndFrame()
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for _, img := range g.drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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@@ -174,7 +174,7 @@ func newDriver(t *testing.T) driver.Device {
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if err != nil {
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t.Fatal(err)
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}
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b.BeginFrame(image.Pt(1, 1))
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b.BeginFrame(true, image.Pt(1, 1))
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t.Cleanup(func() {
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b.EndFrame()
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ctx.ReleaseCurrent()
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@@ -164,7 +164,7 @@ func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
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return b, nil
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}
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func (b *Backend) BeginFrame(viewport image.Point) driver.Framebuffer {
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func (b *Backend) BeginFrame(clear bool, viewport image.Point) driver.Framebuffer {
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renderTarget, depthView := b.ctx.OMGetRenderTargets()
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// Assume someone else is holding on to the render targets.
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if renderTarget != nil {
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@@ -12,7 +12,7 @@ import (
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// APIs such as OpenGL, Direct3D useful for rendering Gio
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// operations.
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type Device interface {
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BeginFrame(viewport image.Point) Framebuffer
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BeginFrame(clear bool, viewport image.Point) Framebuffer
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EndFrame()
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Caps() Caps
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NewTimer() Timer
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@@ -19,6 +19,7 @@ import (
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type Backend struct {
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funcs *gl.Functions
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clear bool
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state glstate
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glver [2]int
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@@ -171,7 +172,8 @@ func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
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return b, nil
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}
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func (b *Backend) BeginFrame(viewport image.Point) driver.Framebuffer {
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func (b *Backend) BeginFrame(clear bool, viewport image.Point) driver.Framebuffer {
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b.clear = clear
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// Assume GL state is reset between frames.
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b.state = glstate{}
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b.defFBO = gl.Framebuffer(b.funcs.GetBinding(gl.FRAMEBUFFER_BINDING))
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@@ -198,6 +200,9 @@ func (b *Backend) BeginFrame(viewport image.Point) driver.Framebuffer {
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renderFBO = b.sRGBFBO.Framebuffer()
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}
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b.funcs.BindFramebuffer(gl.FRAMEBUFFER, renderFBO)
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if b.sRGBFBO != nil && !clear {
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b.Clear(0, 0, 0, 0)
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}
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return &gpuFramebuffer{backend: b, obj: renderFBO, foreign: true}
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}
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@@ -205,8 +210,15 @@ func (b *Backend) EndFrame() {
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b.funcs.ActiveTexture(gl.TEXTURE0)
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if b.sRGBFBO != nil {
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b.funcs.BindFramebuffer(gl.FRAMEBUFFER, b.defFBO)
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if b.clear {
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b.SetBlend(false)
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} else {
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b.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
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b.SetBlend(true)
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}
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b.sRGBFBO.Blit()
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}
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b.SetBlend(false)
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b.funcs.BindFramebuffer(gl.FRAMEBUFFER, b.defFBO)
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}
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