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Fix color issues with OpenXR

This commit is contained in:
Bastiaan Olij
2022-02-28 12:56:31 +11:00
parent 3fab862c59
commit 8f035b2ab4
2 changed files with 58 additions and 3 deletions

View File

@@ -325,10 +325,65 @@ bool OpenXRVulkanExtension::get_swapchain_image_data(XrSwapchain p_swapchain, in
*r_swapchain_graphics_data = data;
data->is_multiview = (p_array_size > 1);
RenderingDevice::DataFormat format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB; // TODO set this based on p_swapchain_format
RenderingDevice::TextureSamples samples = RenderingDevice::TEXTURE_SAMPLES_1; // TODO set this based on p_sample_count
RenderingDevice::DataFormat format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB;
RenderingDevice::TextureSamples samples = RenderingDevice::TEXTURE_SAMPLES_1;
uint64_t usage_flags = RenderingDevice::TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
switch (p_swapchain_format) {
case VK_FORMAT_R8G8B8A8_SRGB:
// Even though this is an sRGB framebuffer format we're using UNORM here.
// The reason here is because Godot does a linear to sRGB conversion while
// with the sRGB format, this conversion would be doubled by the hardware.
// This also means we're reading the values as is for our preview on screen.
// The OpenXR runtime however is still treating this as an sRGB format and
// will thus do an sRGB -> Linear conversion as expected.
// format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB;
format = RenderingDevice::DATA_FORMAT_R8G8B8A8_UNORM;
break;
case VK_FORMAT_B8G8R8A8_SRGB:
// format = RenderingDevice::DATA_FORMAT_B8G8R8A8_SRGB;
format = RenderingDevice::DATA_FORMAT_B8G8R8A8_UNORM;
break;
case VK_FORMAT_R8G8B8A8_UINT:
format = RenderingDevice::DATA_FORMAT_R8G8B8A8_UINT;
break;
case VK_FORMAT_B8G8R8A8_UINT:
format = RenderingDevice::DATA_FORMAT_B8G8R8A8_UINT;
break;
default:
// continue with our default value
print_line("Unsupported swapchain format ", p_swapchain_format);
break;
}
switch (p_sample_count) {
case 1:
samples = RenderingDevice::TEXTURE_SAMPLES_1;
break;
case 2:
samples = RenderingDevice::TEXTURE_SAMPLES_2;
break;
case 4:
samples = RenderingDevice::TEXTURE_SAMPLES_4;
break;
case 8:
samples = RenderingDevice::TEXTURE_SAMPLES_8;
break;
case 16:
samples = RenderingDevice::TEXTURE_SAMPLES_16;
break;
case 32:
samples = RenderingDevice::TEXTURE_SAMPLES_32;
break;
case 64:
samples = RenderingDevice::TEXTURE_SAMPLES_64;
break;
default:
// continue with our default value
print_line("Unsupported sample count ", p_sample_count);
break;
}
Vector<RID> image_rids;
Vector<RID> framebuffers;