1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Fix GLES3 stereo output (sRGB + lens distortion)

This commit is contained in:
Bastiaan Olij
2025-06-19 14:59:32 +10:00
parent 8de08c7c21
commit 37b7f577ad
5 changed files with 120 additions and 31 deletions

View File

@@ -115,31 +115,56 @@ CopyEffects::~CopyEffects() {
copy.shader.version_free(copy.shader_version);
}
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
void CopyEffects::copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb) {
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION, specializations);
if (!success) {
return;
}
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION, specializations);
draw_screen_quad();
}
void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod, bool p_linear_to_srgb) {
ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
: CopyShaderGLES3::MODE_COPY_SECTION_3D;
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
bool success = copy.shader.version_bind_shader(copy.shader_version, variant, specializations);
if (!success) {
return;
}
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, variant);
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant, specializations);
draw_screen_quad();
}
void CopyEffects::copy_with_lens_distortion(const Rect2 &p_rect, float p_layer, const Vector2 &p_eye_center, float p_k1, float p_k2, float p_upscale, float p_aspect_ration, bool p_linear_to_srgb) {
CopyShaderGLES3::ShaderVariant variant = CopyShaderGLES3::MODE_LENS_DISTORTION;
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
bool success = copy.shader.version_bind_shader(copy.shader_version, variant, specializations);
if (!success) {
return;
}
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, 0.0, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::EYE_CENTER, p_eye_center.x, p_eye_center.y, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::K1, p_k1, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::K2, p_k1, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::UPSCALE, p_upscale, copy.shader_version, variant, specializations);
copy.shader.version_set_uniform(CopyShaderGLES3::ASPECT_RATIO, p_aspect_ration, copy.shader_version, variant, specializations);
draw_screen_quad();
}

View File

@@ -60,8 +60,9 @@ public:
~CopyEffects();
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
void copy_to_rect(const Rect2 &p_rect);
void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f);
void copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb = false);
void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f, bool p_linear_to_srgb = false);
void copy_with_lens_distortion(const Rect2 &p_rect, float p_layer, const Vector2 &p_eye_center, float p_k1, float p_k2, float p_upscale, float p_aspect_ration, bool p_linear_to_srgb = false);
void copy_to_and_from_rect(const Rect2 &p_rect);
void copy_screen(float p_multiply = 1.0);
void copy_cube_to_rect(const Rect2 &p_rect);

View File

@@ -387,18 +387,26 @@ RasterizerGLES3::RasterizerGLES3() {
RasterizerGLES3::~RasterizerGLES3() {
}
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first) {
GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
void RasterizerGLES3::_blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first) {
GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_blit.render_target);
ERR_FAIL_NULL(rt);
// We normally render to the render target upside down, so flip Y when blitting to the screen.
bool flip_y = true;
bool linear_to_srgb = false;
if (rt->overridden.color.is_valid()) {
// If we've overridden the render target's color texture, that means we
// didn't render upside down, so we don't need to flip it.
// We're probably rendering directly to an XR device.
flip_y = false;
// It is 99% likely our texture uses the GL_SRGB8_ALPHA8 texture format in
// which case we have a GPU sRGB to Linear conversion on texture read.
// We need to counter this.
// Unfortunately we do not have an API to check this as Godot does not
// track this.
linear_to_srgb = true;
}
#ifdef WINDOWS_ENABLED
@@ -410,7 +418,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (p_first) {
if (p_screen_rect.position != Vector2() || p_screen_rect.size != rt->size) {
if (p_blit.dst_rect.position != Vector2() || p_blit.dst_rect.size != rt->size) {
// Viewport doesn't cover entire window so clear window to black before blitting.
// Querying the actual window size from the DisplayServer would deadlock in separate render thread mode,
// so let's set the biggest viewport the implementation supports, to be sure the window is fully covered.
@@ -421,7 +429,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
}
}
Vector2 screen_rect_end = p_screen_rect.get_end();
Vector2 screen_rect_end = p_blit.dst_rect.get_end();
// Adreno (TM) 3xx devices have a bug that create wrong Landscape rotation of 180 degree
// Reversing both the X and Y axis is equivalent to rotating 180 degrees
@@ -431,8 +439,8 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
flip_x = !flip_x;
}
Vector2 p1 = Vector2(flip_x ? screen_rect_end.x : p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y);
Vector2 p2 = Vector2(flip_x ? p_screen_rect.position.x : screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y);
Vector2 p1 = Vector2(flip_x ? screen_rect_end.x : p_blit.dst_rect.position.x, flip_y ? screen_rect_end.y : p_blit.dst_rect.position.y);
Vector2 p2 = Vector2(flip_x ? p_blit.dst_rect.position.x : screen_rect_end.x, flip_y ? p_blit.dst_rect.position.y : screen_rect_end.y);
Vector2 size = p2 - p1;
Rect2 screenrect = Rect2(Vector2(flip_x ? 1.0 : 0.0, flip_y ? 1.0 : 0.0), Vector2(flip_x ? -1.0 : 1.0, flip_y ? -1.0 : 1.0));
@@ -450,10 +458,12 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
if (rt->view_count > 1) {
copy_effects->copy_to_rect_3d(screenrect, p_layer, GLES3::Texture::TYPE_LAYERED);
if (p_blit.lens_distortion.apply && (p_blit.lens_distortion.k1 != 0.0 || p_blit.lens_distortion.k2)) {
copy_effects->copy_with_lens_distortion(screenrect, p_blit.multi_view.use_layer ? p_blit.multi_view.layer : 0, p_blit.lens_distortion.eye_center, p_blit.lens_distortion.k1, p_blit.lens_distortion.k2, p_blit.lens_distortion.upscale, p_blit.lens_distortion.aspect_ratio, linear_to_srgb);
} else if (rt->view_count > 1) {
copy_effects->copy_to_rect_3d(screenrect, p_blit.multi_view.use_layer ? p_blit.multi_view.layer : 0, GLES3::Texture::TYPE_LAYERED, 0.0, linear_to_srgb);
} else {
copy_effects->copy_to_rect(screenrect);
copy_effects->copy_to_rect(screenrect, linear_to_srgb);
}
glBindTexture(GL_TEXTURE_2D, 0);
@@ -462,12 +472,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
// is this p_screen useless in a multi window environment?
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
for (int i = 0; i < p_amount; i++) {
const BlitToScreen &blit = p_render_targets[i];
RID rid_rt = blit.render_target;
Rect2 dst_rect = blit.dst_rect;
_blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0, i == 0);
_blit_render_target_to_screen(p_screen, p_render_targets[i], i == 0);
}
}

View File

@@ -83,7 +83,7 @@ protected:
RasterizerSceneGLES3 *scene = nullptr;
static RasterizerGLES3 *singleton;
void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first = true);
void _blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first = true);
public:
RendererUtilities *get_utilities() { return utilities; }

View File

@@ -6,6 +6,7 @@ mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM
mode_copy_section_3d = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_3D
mode_copy_section_2d_array = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY
mode_lens_distortion = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY \n#define APPLY_LENS_DISTORTION
mode_screen = #define MODE_SIMPLE_COPY \n#define MODE_MULTIPLY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
@@ -15,6 +16,8 @@ mode_cube_to_panorama = #define CUBE_TO_PANORAMA
#[specializations]
CONVERT_LINEAR_TO_SRGB = false
#[vertex]
layout(location = 0) in vec2 vertex_attrib;
@@ -93,6 +96,14 @@ uniform sampler2D source; // texunit:0
#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
#ifdef APPLY_LENS_DISTORTION
uniform vec2 eye_center;
uniform float k1;
uniform float k2;
uniform float upscale;
uniform float aspect_ratio;
#endif // APPLY_LENS_DISTORTION
layout(location = 0) out vec4 frag_color;
// This expects 0-1 range input, outside that range it behaves poorly.
@@ -101,22 +112,69 @@ vec3 srgb_to_linear(vec3 color) {
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
}
// This expects 0-1 range input.
vec3 linear_to_srgb(vec3 color) {
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
}
void main() {
#ifdef MODE_SIMPLE_COPY
vec2 uv = uv_interp;
#ifdef APPLY_LENS_DISTORTION
uv = uv * 2.0 - 1.0;
vec2 offset = uv - eye_center;
// take aspect ratio into account
offset.y /= aspect_ratio;
// distort
vec2 offset_sq = offset * offset;
float radius_sq = offset_sq.x + offset_sq.y;
float radius_s4 = radius_sq * radius_sq;
float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
offset *= distortion_scale;
// reapply aspect ratio
offset.y *= aspect_ratio;
// add our eye center back in
uv = offset + eye_center;
uv /= upscale;
// and check our color
if (uv.x < -1.0 || uv.y < -1.0 || uv.x > 1.0 || uv.y > 1.0) {
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
} else {
uv = uv * 0.5 + 0.5;
#endif // APPLY_LENS_DISTORTION
#ifdef USE_TEXTURE_3D
vec4 color = textureLod(source_3d, vec3(uv_interp, layer), lod);
vec4 color = textureLod(source_3d, vec3(uv, layer), lod);
#elif defined(USE_TEXTURE_2D_ARRAY)
vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), lod);
vec4 color = textureLod(source_2d_array, vec3(uv, layer), lod);
#else
vec4 color = texture(source, uv_interp);
vec4 color = texture(source, uv);
#endif // USE_TEXTURE_3D
#ifdef CONVERT_LINEAR_TO_SRGB
// Reading from a *_SRGB texture source will have converted data to linear,
// but we should output in sRGB!
color.rgb = linear_to_srgb(color.rgb);
#endif
#ifdef MODE_MULTIPLY
color *= multiply;
color *= multiply;
#endif // MODE_MULTIPLY
frag_color = color;
frag_color = color;
#ifdef APPLY_LENS_DISTORTION
}
#endif // APPLY_LENS_DISTORTION
#endif // MODE_SIMPLE_COPY
#ifdef MODE_SIMPLE_COLOR