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Merge pull request #107698 from BastiaanOlij/fix_gles3_stereo_output
Fix GLES3 stereo output (sRGB + lens distortion)
2 parents e1d3fe8 + 37b7f57 commit 595395c

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5 files changed

+120
-31
lines changed

5 files changed

+120
-31
lines changed

drivers/gles3/effects/copy_effects.cpp

Lines changed: 33 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -115,31 +115,56 @@ CopyEffects::~CopyEffects() {
115115
copy.shader.version_free(copy.shader_version);
116116
}
117117

118-
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
119-
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
118+
void CopyEffects::copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb) {
119+
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
120+
121+
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION, specializations);
120122
if (!success) {
121123
return;
122124
}
123125

124-
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);
126+
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);
125127
draw_screen_quad();
126128
}
127129

128-
void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {
130+
void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod, bool p_linear_to_srgb) {
129131
ERR_FAIL_COND(p_type != Texture::TYPE_LAYERED && p_type != Texture::TYPE_3D);
130132

131133
CopyShaderGLES3::ShaderVariant variant = p_type == Texture::TYPE_LAYERED
132134
? CopyShaderGLES3::MODE_COPY_SECTION_2D_ARRAY
133135
: CopyShaderGLES3::MODE_COPY_SECTION_3D;
136+
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
134137

135-
bool success = copy.shader.version_bind_shader(copy.shader_version, variant);
138+
bool success = copy.shader.version_bind_shader(copy.shader_version, variant, specializations);
136139
if (!success) {
137140
return;
138141
}
139142

140-
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);
141-
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant);
142-
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant);
143+
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);
144+
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant, specializations);
145+
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, p_lod, copy.shader_version, variant, specializations);
146+
draw_screen_quad();
147+
}
148+
149+
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) {
150+
CopyShaderGLES3::ShaderVariant variant = CopyShaderGLES3::MODE_LENS_DISTORTION;
151+
152+
uint64_t specializations = p_linear_to_srgb ? CopyShaderGLES3::CONVERT_LINEAR_TO_SRGB : 0;
153+
154+
bool success = copy.shader.version_bind_shader(copy.shader_version, variant, specializations);
155+
if (!success) {
156+
return;
157+
}
158+
159+
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);
160+
copy.shader.version_set_uniform(CopyShaderGLES3::LAYER, p_layer, copy.shader_version, variant, specializations);
161+
copy.shader.version_set_uniform(CopyShaderGLES3::LOD, 0.0, copy.shader_version, variant, specializations);
162+
copy.shader.version_set_uniform(CopyShaderGLES3::EYE_CENTER, p_eye_center.x, p_eye_center.y, copy.shader_version, variant, specializations);
163+
copy.shader.version_set_uniform(CopyShaderGLES3::K1, p_k1, copy.shader_version, variant, specializations);
164+
copy.shader.version_set_uniform(CopyShaderGLES3::K2, p_k1, copy.shader_version, variant, specializations);
165+
copy.shader.version_set_uniform(CopyShaderGLES3::UPSCALE, p_upscale, copy.shader_version, variant, specializations);
166+
copy.shader.version_set_uniform(CopyShaderGLES3::ASPECT_RATIO, p_aspect_ration, copy.shader_version, variant, specializations);
167+
143168
draw_screen_quad();
144169
}
145170

drivers/gles3/effects/copy_effects.h

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -60,8 +60,9 @@ class CopyEffects {
6060
~CopyEffects();
6161

6262
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
63-
void copy_to_rect(const Rect2 &p_rect);
64-
void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f);
63+
void copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb = false);
64+
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);
65+
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);
6566
void copy_to_and_from_rect(const Rect2 &p_rect);
6667
void copy_screen(float p_multiply = 1.0);
6768
void copy_cube_to_rect(const Rect2 &p_rect);

drivers/gles3/rasterizer_gles3.cpp

Lines changed: 20 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -387,18 +387,26 @@ RasterizerGLES3::RasterizerGLES3() {
387387
RasterizerGLES3::~RasterizerGLES3() {
388388
}
389389

390-
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) {
391-
GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
390+
void RasterizerGLES3::_blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first) {
391+
GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_blit.render_target);
392392

393393
ERR_FAIL_NULL(rt);
394394

395395
// We normally render to the render target upside down, so flip Y when blitting to the screen.
396396
bool flip_y = true;
397+
bool linear_to_srgb = false;
397398
if (rt->overridden.color.is_valid()) {
398399
// If we've overridden the render target's color texture, that means we
399400
// didn't render upside down, so we don't need to flip it.
400401
// We're probably rendering directly to an XR device.
401402
flip_y = false;
403+
404+
// It is 99% likely our texture uses the GL_SRGB8_ALPHA8 texture format in
405+
// which case we have a GPU sRGB to Linear conversion on texture read.
406+
// We need to counter this.
407+
// Unfortunately we do not have an API to check this as Godot does not
408+
// track this.
409+
linear_to_srgb = true;
402410
}
403411

404412
#ifdef WINDOWS_ENABLED
@@ -410,7 +418,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
410418
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
411419

412420
if (p_first) {
413-
if (p_screen_rect.position != Vector2() || p_screen_rect.size != rt->size) {
421+
if (p_blit.dst_rect.position != Vector2() || p_blit.dst_rect.size != rt->size) {
414422
// Viewport doesn't cover entire window so clear window to black before blitting.
415423
// Querying the actual window size from the DisplayServer would deadlock in separate render thread mode,
416424
// 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
421429
}
422430
}
423431

424-
Vector2 screen_rect_end = p_screen_rect.get_end();
432+
Vector2 screen_rect_end = p_blit.dst_rect.get_end();
425433

426434
// Adreno (TM) 3xx devices have a bug that create wrong Landscape rotation of 180 degree
427435
// 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
431439
flip_x = !flip_x;
432440
}
433441

434-
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);
435-
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);
442+
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);
443+
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);
436444
Vector2 size = p2 - p1;
437445

438446
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
450458
glEnable(GL_BLEND);
451459
glBlendFunc(GL_ONE, GL_ZERO);
452460

453-
if (rt->view_count > 1) {
454-
copy_effects->copy_to_rect_3d(screenrect, p_layer, GLES3::Texture::TYPE_LAYERED);
461+
if (p_blit.lens_distortion.apply && (p_blit.lens_distortion.k1 != 0.0 || p_blit.lens_distortion.k2)) {
462+
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);
463+
} else if (rt->view_count > 1) {
464+
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);
455465
} else {
456-
copy_effects->copy_to_rect(screenrect);
466+
copy_effects->copy_to_rect(screenrect, linear_to_srgb);
457467
}
458468

459469
glBindTexture(GL_TEXTURE_2D, 0);
@@ -462,12 +472,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
462472
// is this p_screen useless in a multi window environment?
463473
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
464474
for (int i = 0; i < p_amount; i++) {
465-
const BlitToScreen &blit = p_render_targets[i];
466-
467-
RID rid_rt = blit.render_target;
468-
469-
Rect2 dst_rect = blit.dst_rect;
470-
_blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0, i == 0);
475+
_blit_render_target_to_screen(p_screen, p_render_targets[i], i == 0);
471476
}
472477
}
473478

drivers/gles3/rasterizer_gles3.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -83,7 +83,7 @@ class RasterizerGLES3 : public RendererCompositor {
8383
RasterizerSceneGLES3 *scene = nullptr;
8484
static RasterizerGLES3 *singleton;
8585

86-
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);
86+
void _blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first = true);
8787

8888
public:
8989
RendererUtilities *get_utilities() { return utilities; }

drivers/gles3/shaders/effects/copy.glsl

Lines changed: 63 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -6,6 +6,7 @@ mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
66
mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM
77
mode_copy_section_3d = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_3D
88
mode_copy_section_2d_array = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY
9+
mode_lens_distortion = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY \n#define APPLY_LENS_DISTORTION
910
mode_screen = #define MODE_SIMPLE_COPY \n#define MODE_MULTIPLY
1011
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
1112
mode_mipmap = #define MODE_MIPMAP
@@ -15,6 +16,8 @@ mode_cube_to_panorama = #define CUBE_TO_PANORAMA
1516

1617
#[specializations]
1718

19+
CONVERT_LINEAR_TO_SRGB = false
20+
1821
#[vertex]
1922

2023
layout(location = 0) in vec2 vertex_attrib;
@@ -93,6 +96,14 @@ uniform sampler2D source; // texunit:0
9396

9497
#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
9598

99+
#ifdef APPLY_LENS_DISTORTION
100+
uniform vec2 eye_center;
101+
uniform float k1;
102+
uniform float k2;
103+
uniform float upscale;
104+
uniform float aspect_ratio;
105+
#endif // APPLY_LENS_DISTORTION
106+
96107
layout(location = 0) out vec4 frag_color;
97108

98109
// This expects 0-1 range input, outside that range it behaves poorly.
@@ -101,22 +112,69 @@ vec3 srgb_to_linear(vec3 color) {
101112
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
102113
}
103114

115+
// This expects 0-1 range input.
116+
vec3 linear_to_srgb(vec3 color) {
117+
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
118+
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
119+
}
120+
104121
void main() {
105122
#ifdef MODE_SIMPLE_COPY
106123

124+
vec2 uv = uv_interp;
125+
126+
#ifdef APPLY_LENS_DISTORTION
127+
uv = uv * 2.0 - 1.0;
128+
vec2 offset = uv - eye_center;
129+
130+
// take aspect ratio into account
131+
offset.y /= aspect_ratio;
132+
133+
// distort
134+
vec2 offset_sq = offset * offset;
135+
float radius_sq = offset_sq.x + offset_sq.y;
136+
float radius_s4 = radius_sq * radius_sq;
137+
float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
138+
offset *= distortion_scale;
139+
140+
// reapply aspect ratio
141+
offset.y *= aspect_ratio;
142+
143+
// add our eye center back in
144+
uv = offset + eye_center;
145+
uv /= upscale;
146+
147+
// and check our color
148+
if (uv.x < -1.0 || uv.y < -1.0 || uv.x > 1.0 || uv.y > 1.0) {
149+
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
150+
} else {
151+
uv = uv * 0.5 + 0.5;
152+
#endif // APPLY_LENS_DISTORTION
153+
107154
#ifdef USE_TEXTURE_3D
108-
vec4 color = textureLod(source_3d, vec3(uv_interp, layer), lod);
155+
vec4 color = textureLod(source_3d, vec3(uv, layer), lod);
109156
#elif defined(USE_TEXTURE_2D_ARRAY)
110-
vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), lod);
157+
vec4 color = textureLod(source_2d_array, vec3(uv, layer), lod);
111158
#else
112-
vec4 color = texture(source, uv_interp);
159+
vec4 color = texture(source, uv);
113160
#endif // USE_TEXTURE_3D
114161

162+
#ifdef CONVERT_LINEAR_TO_SRGB
163+
// Reading from a *_SRGB texture source will have converted data to linear,
164+
// but we should output in sRGB!
165+
color.rgb = linear_to_srgb(color.rgb);
166+
#endif
167+
115168
#ifdef MODE_MULTIPLY
116-
color *= multiply;
169+
color *= multiply;
117170
#endif // MODE_MULTIPLY
118171

119-
frag_color = color;
172+
frag_color = color;
173+
174+
#ifdef APPLY_LENS_DISTORTION
175+
}
176+
#endif // APPLY_LENS_DISTORTION
177+
120178
#endif // MODE_SIMPLE_COPY
121179

122180
#ifdef MODE_SIMPLE_COLOR

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