Fix basic post processing on ES2
First, this commit introduces some very simple bugfixes regarding ES2
compatibility related to postprocessing.
Second, this commit adds support for creating textures specified as R8, SRGB8,
and SRGB8_A8 in ES2. R8 is trivial: just use GL_LUMINANCE instead. The sRGB
formats, however, are maybe a bit more controversial. As implemented, they
instead just use the equivalent non-sRGB formats. This is of course technically
incorrect. There are a few approaches to how to add sRGB compatibility for ES2
that I can think of.
1. Do a bunch of complex shader nonsense in matc. Maybe even traversing the AST
and ensuring any texture lookup of a texture flagged as sRGB uses some
compatibility function. This would require static analysis to track if samplers
are reassigned to another variable, for example. This of course also breaks down
if you don't know at compile time if the shader will receive an RGB or an sRGB
sampler, or if the shader should be able to support both RGB or sRGB samplers.
Really only worth mentioning here for the sake of completion.
2. You could also generate simple compatibility functions to look up each
sampler, which would only apply to FL0 materials.
First, we would have to extend the material format to be able to explicitly
"color" a sampler as sRGB or not, like:
```
parameters : [
{
type : sampler2d,
name : albedo,
precision : medium,
colorSpace : srgb,
},
{
type : sampler2d,
name : normal,
precision : medium,
colorSpace : linear,
}
],
```
Then, the following GLSL code would be generated.
```glsl
\#if __VERSION__ == 100
vec4 texture_albedo(vec2 position) {
return sRGBtoLinear(texture2D(materialParams_albedo, position));
}
vec4 texture_normal(vec2 position) {
return texture2D(materialParams_albedo, position);
}
\#else
vec4 texture_albedo(vec2 position) {
return texture(materialParams_albedo, position);
}
vec4 texture_normal(vec2 normal) {
return texture(materialParams_normal, position);
}
\#endif
```
Finally, at runtime, if a sampler is "colored" one way or the other, we would
verify that only the appropriate kinds of samplers are bound.
I'm actually very partial to this solution. Since sRGB compatibility is only a
concern on ES2, we can generate this code only for FL0 shaders, which already
require GLSL shader authors to care about ESSL 1.0 compatibility by calling the
appropriate `textureXX` functions. Additionally, it provides a layer of
high-level validation that texture lookups are correct, even if a real ES2
context is not available on the device being tested.
3. Leave it entirely up to the client. (What this commit does.) This leaves
client code ripe for making mistakes, but luckily, we can go back and do
solution 2 whenever. If specifying a color space for a sampler remains optional,
then if this feature is retrofitted in the future, client code will continue to
compile.
This commit is contained in:
@@ -15,3 +15,4 @@ appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
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- matc: Add support for post-process materials in feature level 0
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- engine: Add `Material::getFeatureLevel()`
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- engine: Add missing `Material::getReflectionMode()` method in Java
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- engine: Support basic usage of post-processing materials on feature level 0
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@@ -373,16 +373,19 @@ constexpr inline GLenum getCullingMode(CullingMode mode) noexcept {
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constexpr inline std::pair<GLenum, GLenum> textureFormatToFormatAndType(
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TextureFormat format) noexcept {
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switch (format) {
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case TextureFormat::RGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
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case TextureFormat::RGBA8: return { GL_RGBA, GL_UNSIGNED_BYTE };
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case TextureFormat::RGB565: return { GL_RGB, GL_UNSIGNED_SHORT_5_6_5 };
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case TextureFormat::RGB5_A1: return { GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 };
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case TextureFormat::RGBA4: return { GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 };
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case TextureFormat::DEPTH16: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT };
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case TextureFormat::DEPTH24: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_INT };
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case TextureFormat::R8: return { 0x1909 /*GL_LUMINANCE*/, GL_UNSIGNED_BYTE };
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case TextureFormat::RGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
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case TextureFormat::SRGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
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case TextureFormat::RGBA8: return { GL_RGBA, GL_UNSIGNED_BYTE };
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case TextureFormat::SRGB8_A8: return { GL_RGBA, GL_UNSIGNED_BYTE };
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case TextureFormat::RGB565: return { GL_RGB, GL_UNSIGNED_SHORT_5_6_5 };
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case TextureFormat::RGB5_A1: return { GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 };
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case TextureFormat::RGBA4: return { GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 };
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case TextureFormat::DEPTH16: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT };
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case TextureFormat::DEPTH24: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_INT };
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case TextureFormat::DEPTH24_STENCIL8:
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return { GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8 };
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default: return { GL_NONE, GL_NONE };
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return { GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8 };
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default: return { GL_NONE, GL_NONE };
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}
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}
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@@ -1290,7 +1290,9 @@ void OpenGLDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
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checkDimensions(rt->gl.color[i], color[i].level);
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}
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}
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glDrawBuffers((GLsizei)maxDrawBuffers, bufs);
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if (UTILS_LIKELY(!getContext().isES2())) {
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glDrawBuffers((GLsizei)maxDrawBuffers, bufs);
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}
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CHECK_GL_ERROR(utils::slog.e)
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}
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#endif
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@@ -1782,6 +1784,10 @@ bool OpenGLDriver::isRenderTargetFormatSupported(TextureFormat format) {
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// support more formats, but it requires querying GL_INTERNALFORMAT_SUPPORTED which is not
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// available in OpenGL ES.
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auto& gl = mContext;
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if (UTILS_UNLIKELY(gl.isES2())) {
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auto [es2format, type] = textureFormatToFormatAndType(format);
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return es2format != GL_NONE && type != GL_NONE;
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}
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switch (format) {
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// Core formats.
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case TextureFormat::R8:
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@@ -2276,8 +2282,16 @@ void OpenGLDriver::setTextureData(GLTexture* t, uint32_t level,
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return;
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}
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GLenum const glFormat = getFormat(p.format);
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GLenum const glType = getType(p.type);
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GLenum glFormat;
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GLenum glType;
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if (mContext.isES2()) {
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auto formatAndType = textureFormatToFormatAndType(t->format);
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glFormat = formatAndType.first;
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glType = formatAndType.second;
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} else {
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glFormat = getFormat(p.format);
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glType = getType(p.type);
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}
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#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
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if (!gl.isES2()) {
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@@ -164,11 +164,13 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
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mFeatureLevel >= FeatureLevel::FEATURE_LEVEL_1) {
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if (stage == ShaderStage::VERTEX) {
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generateDefine(out, "VARYING", "out");
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generateDefine(out, "ATTRIBUTE", "in");
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} else if (stage == ShaderStage::FRAGMENT) {
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generateDefine(out, "VARYING", "in");
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}
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} else {
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generateDefine(out, "VARYING", "varying");
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generateDefine(out, "ATTRIBUTE", "attribute");
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}
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auto getShadingDefine = [](Shading shading) -> const char* {
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@@ -1,4 +1,4 @@
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LAYOUT_LOCATION(LOCATION_POSITION) in vec4 position;
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LAYOUT_LOCATION(LOCATION_POSITION) ATTRIBUTE vec4 position;
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struct PostProcessVertexInputs {
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