// SPDX-License-Identifier: Unlicense OR MIT package opengl import ( "errors" "fmt" "image" "runtime" "strings" "gioui.org/internal/byteslice" "gioui.org/internal/gl" ) // SRGBFBO implements an intermediate sRGB FBO // for gamma-correct rendering on platforms without // sRGB enabled native framebuffers. type SRGBFBO struct { c *gl.Functions state *glState viewport image.Point fbo gl.Framebuffer tex gl.Texture blitted bool quad gl.Buffer prog gl.Program format textureTriple } func NewSRGBFBO(f *gl.Functions, state *glState) (*SRGBFBO, error) { glVer := f.GetString(gl.VERSION) ver, _, err := gl.ParseGLVersion(glVer) if err != nil { return nil, err } exts := strings.Split(f.GetString(gl.EXTENSIONS), " ") srgbTriple, err := srgbaTripleFor(ver, exts) if err != nil { // Fall back to the linear RGB colorspace, at the cost of color precision loss. srgbTriple = textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)} } s := &SRGBFBO{ c: f, state: state, format: srgbTriple, fbo: f.CreateFramebuffer(), tex: f.CreateTexture(), } state.bindTexture(f, 0, s.tex) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) return s, nil } func (s *SRGBFBO) Blit() { if !s.blitted { prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"}) if err != nil { panic(err) } s.prog = prog s.state.useProgram(s.c, prog) s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0) s.quad = s.c.CreateBuffer() s.state.bindBuffer(s.c, gl.ARRAY_BUFFER, s.quad) coords := byteslice.Slice([]float32{ -1, +1, 0, 1, +1, +1, 1, 1, -1, -1, 0, 0, +1, -1, 1, 0, }) s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW, coords) s.blitted = true } s.state.useProgram(s.c, s.prog) s.state.bindTexture(s.c, 0, s.tex) s.state.vertexAttribPointer(s.c, s.quad, 0 /* pos */, 2, gl.FLOAT, false, 4*4, 0) s.state.vertexAttribPointer(s.c, s.quad, 1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2) s.state.setVertexAttribArray(s.c, 0, true) s.state.setVertexAttribArray(s.c, 1, true) s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo) s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0) } func (s *SRGBFBO) Framebuffer() gl.Framebuffer { return s.fbo } func (s *SRGBFBO) Refresh(viewport image.Point) error { if viewport.X == 0 || viewport.Y == 0 { return errors.New("srgb: zero-sized framebuffer") } if s.viewport == viewport { return nil } s.viewport = viewport s.state.bindTexture(s.c, 0, s.tex) s.c.TexImage2D(gl.TEXTURE_2D, 0, s.format.internalFormat, viewport.X, viewport.Y, s.format.format, s.format.typ) s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo) s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.tex, 0) if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE { return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError()) } if runtime.GOOS == "js" { // With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8 // texture result in twice gamma corrected colors. Using a plain RGBA // texture seems to work. s.state.setClearColor(s.c, .5, .5, .5, 1.0) s.c.Clear(gl.COLOR_BUFFER_BIT) var pixel [4]byte s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:]) if pixel[0] == 128 { // Correct sRGB color value is ~188 s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.X, viewport.Y, gl.RGBA, gl.UNSIGNED_BYTE) if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE { return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError()) } } } return nil } func (s *SRGBFBO) Release() { s.state.deleteFramebuffer(s.c, s.fbo) s.state.deleteTexture(s.c, s.tex) if s.blitted { s.state.deleteBuffer(s.c, s.quad) s.state.deleteProgram(s.c, s.prog) } s.c = nil } const ( blitVSrc = ` #version 100 precision highp float; attribute vec2 pos; attribute vec2 uv; varying vec2 vUV; void main() { gl_Position = vec4(pos, 0, 1); vUV = uv; } ` blitFSrc = ` #version 100 precision mediump float; uniform sampler2D tex; varying vec2 vUV; vec3 gamma(vec3 rgb) { vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055); vec3 lin = rgb * vec3(12.92); bvec3 cut = lessThan(rgb, vec3(0.0031308)); return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b); } void main() { vec4 col = texture2D(tex, vUV); vec3 rgb = col.rgb; rgb = gamma(rgb); gl_FragColor = vec4(rgb, col.a); } ` )