Merge pull request #15862 from annabrewer/display-simplification

BUGZ-838, BUGZ-850, BUGZ-853: Muted sign displays backwards in second person view, Fix lossy/duplicate color format conversions, Adjust wearables screen is flipped
This commit is contained in:
Shannon Romano 2019-07-02 11:31:53 -07:00 committed by GitHub
commit a3ec365f6c
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GPG key ID: 4AEE18F83AFDEB23
22 changed files with 51 additions and 105 deletions

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@ -113,14 +113,8 @@ gpu::PipelinePointer Basic2DWindowOpenGLDisplayPlugin::getRenderTexturePipeline(
#if defined(Q_OS_ANDROID)
return _linearToSRGBPipeline;
#else
#ifndef USE_GLES
return _SRGBToLinearPipeline;
#else
return _drawTexturePipeline;
#endif
#endif
}
void Basic2DWindowOpenGLDisplayPlugin::compositeExtra() {

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@ -392,13 +392,11 @@ void OpenGLDisplayPlugin::customizeContext() {
_drawTexturePipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTexture), scissorState);
_linearToSRGBPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureGammaLinearToSRGB), scissorState);
_linearToSRGBPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureLinearToSRGB), scissorState);
_SRGBToLinearPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureGammaSRGBToLinear), scissorState);
_SRGBToLinearPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureSRGBToLinear), scissorState);
_hudPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTexture), blendState);
_mirrorHUDPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), blendState);
_hudPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureSRGBToLinear), blendState);
_cursorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTransformedTexture), blendState);
}
@ -413,7 +411,6 @@ void OpenGLDisplayPlugin::uncustomizeContext() {
_SRGBToLinearPipeline.reset();
_cursorPipeline.reset();
_hudPipeline.reset();
_mirrorHUDPipeline.reset();
_compositeFramebuffer.reset();
withPresentThreadLock([&] {
@ -582,20 +579,18 @@ void OpenGLDisplayPlugin::updateFrameData() {
});
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> OpenGLDisplayPlugin::getHUDOperator() {
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> OpenGLDisplayPlugin::getHUDOperator() {
auto hudPipeline = _hudPipeline;
auto hudMirrorPipeline = _mirrorHUDPipeline;
auto hudStereo = isStereo();
auto hudCompositeFramebufferSize = _compositeFramebuffer->getSize();
std::array<glm::ivec4, 2> hudEyeViewports;
for_each_eye([&](Eye eye) {
hudEyeViewports[eye] = eyeViewport(eye);
});
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
auto pipeline = mirror ? hudMirrorPipeline : hudPipeline;
if (pipeline && hudTexture) {
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
if (hudPipeline && hudTexture) {
batch.enableStereo(false);
batch.setPipeline(pipeline);
batch.setPipeline(hudPipeline);
batch.setResourceTexture(0, hudTexture);
if (hudStereo) {
for_each_eye([&](Eye eye) {
@ -642,7 +637,7 @@ void OpenGLDisplayPlugin::compositeScene() {
batch.setStateScissorRect(ivec4(uvec2(), _compositeFramebuffer->getSize()));
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(getCompositeScenePipeline());
batch.setPipeline(_drawTexturePipeline);
batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
@ -905,7 +900,7 @@ OpenGLDisplayPlugin::~OpenGLDisplayPlugin() {
void OpenGLDisplayPlugin::updateCompositeFramebuffer() {
auto renderSize = glm::uvec2(getRecommendedRenderSize());
if (!_compositeFramebuffer || _compositeFramebuffer->getSize() != renderSize) {
_compositeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("OpenGLDisplayPlugin::composite", gpu::Element::COLOR_RGBA_32, renderSize.x, renderSize.y));
_compositeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("OpenGLDisplayPlugin::composite", gpu::Element::COLOR_SRGBA_32, renderSize.x, renderSize.y));
}
}
@ -964,7 +959,3 @@ gpu::PipelinePointer OpenGLDisplayPlugin::getRenderTexturePipeline() {
return _drawTexturePipeline;
}
gpu::PipelinePointer OpenGLDisplayPlugin::getCompositeScenePipeline() {
return _drawTexturePipeline;
}

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@ -80,7 +80,7 @@ public:
// Three threads, one for rendering, one for texture transfers, one reserved for the GL driver
int getRequiredThreadCount() const override { return 3; }
virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
void copyTextureToQuickFramebuffer(NetworkTexturePointer source,
QOpenGLFramebufferObject* target,
GLsync* fenceSync) override;
@ -162,7 +162,6 @@ protected:
float _compositeHUDAlpha{ 1.0f };
virtual gpu::PipelinePointer getRenderTexturePipeline();
virtual gpu::PipelinePointer getCompositeScenePipeline();
struct CursorData {
QImage image;

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@ -174,10 +174,6 @@ float HmdDisplayPlugin::getLeftCenterPixel() const {
return leftCenterPixel;
}
gpu::PipelinePointer HmdDisplayPlugin::getRenderTexturePipeline() {
return _SRGBToLinearPipeline;
}
void HmdDisplayPlugin::internalPresent() {
PROFILE_RANGE_EX(render, __FUNCTION__, 0xff00ff00, (uint64_t)presentCount())
@ -417,7 +413,7 @@ void HmdDisplayPlugin::HUDRenderer::build() {
pipeline = gpu::Pipeline::create(program, state);
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::HUDRenderer::render() {
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::HUDRenderer::render() {
auto hudPipeline = pipeline;
auto hudFormat = format;
auto hudVertices = vertices;
@ -425,7 +421,7 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
auto hudUniformBuffer = uniformsBuffer;
auto hudUniforms = uniforms;
auto hudIndexCount = indexCount;
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
if (hudPipeline && hudTexture) {
batch.setPipeline(hudPipeline);
@ -440,9 +436,6 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
auto compositorHelper = DependencyManager::get<CompositorHelper>();
glm::mat4 modelTransform = compositorHelper->getUiTransform();
if (mirror) {
modelTransform = glm::scale(modelTransform, glm::vec3(-1, 1, 1));
}
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, hudTexture);
@ -475,7 +468,7 @@ void HmdDisplayPlugin::compositePointer() {
});
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::getHUDOperator() {
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::getHUDOperator() {
return _hudRenderer.render();
}

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@ -48,11 +48,9 @@ public:
void pluginUpdate() override {};
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
virtual StencilMaskMode getStencilMaskMode() const override { return StencilMaskMode::PAINT; }
virtual gpu::PipelinePointer getRenderTexturePipeline() override;
signals:
void hmdMountedChanged();
void hmdVisibleChanged(bool visible);
@ -125,6 +123,6 @@ private:
static const int VERTEX_STRIDE { sizeof(Vertex) };
void build();
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> render();
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> render();
} _hudRenderer;
};

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@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// DrawTextureGammaLinearToSRGB.frag
// DrawTextureLinearToSRGB.frag
//
// Draw texture 0 fetched at texcoord.xy, and apply linear to sRGB color space conversion
//

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@ -13,6 +13,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Color.slh@>
LAYOUT(binding=0) uniform sampler2D colorMap;
@ -20,5 +21,5 @@ layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 outFragColor;
void main(void) {
outFragColor = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
outFragColor = vec4(texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y)).xyz, 1.0);
}

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@ -1 +1 @@
VERTEX DrawUnitQuadTexcoord
VERTEX DrawTransformUnitQuad

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@ -14,8 +14,6 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/ShaderConstants.h@>
LAYOUT(binding=0) uniform sampler2D colorMap;
layout(location=0) in vec2 varTexCoord0;

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@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// DrawTextureGammaSRGBToLinear.frag
// DrawTextureSRGBToLinear.frag
//
// Draw texture 0 fetched at texcoord.xy, and apply sRGB to Linear color space conversion
//

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@ -210,7 +210,7 @@ public:
// for updating plugin-related commands. Mimics the input plugin.
virtual void pluginUpdate() = 0;
virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() { return nullptr; }
virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() { return nullptr; }
virtual StencilMaskMode getStencilMaskMode() const { return StencilMaskMode::NONE; }
using StencilMaskMeshOperator = std::function<void(gpu::Batch&)>;
virtual StencilMaskMeshOperator getStencilMaskMeshOperator() { return nullptr; }

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@ -128,52 +128,11 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
gpu::doInBatch("Blit", renderArgs->_context, [&](gpu::Batch& batch) {
batch.setFramebuffer(blitFbo);
if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
if (renderArgs->isStereo()) {
gpu::Vec4i srcRectLeft;
srcRectLeft.z = width / 2;
srcRectLeft.w = height;
gpu::Vec4i rect;
rect.z = width;
rect.w = height;
gpu::Vec4i srcRectRight;
srcRectRight.x = width / 2;
srcRectRight.z = width;
srcRectRight.w = height;
gpu::Vec4i destRectLeft;
destRectLeft.x = srcRectLeft.z;
destRectLeft.z = srcRectLeft.x;
destRectLeft.y = srcRectLeft.y;
destRectLeft.w = srcRectLeft.w;
gpu::Vec4i destRectRight;
destRectRight.x = srcRectRight.z;
destRectRight.z = srcRectRight.x;
destRectRight.y = srcRectRight.y;
destRectRight.w = srcRectRight.w;
// Blit left to right and right to left in stereo
batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft);
batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight);
} else {
gpu::Vec4i srcRect;
srcRect.z = width;
srcRect.w = height;
gpu::Vec4i destRect;
destRect.x = width;
destRect.y = 0;
destRect.z = 0;
destRect.w = height;
batch.blit(primaryFbo, srcRect, blitFbo, destRect);
}
} else {
gpu::Vec4i rect;
rect.z = width;
rect.w = height;
batch.blit(primaryFbo, rect, blitFbo, rect);
}
batch.blit(primaryFbo, rect, blitFbo, rect);
});
}

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@ -144,9 +144,9 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// Just resolve the msaa
const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
const auto toneMappedBuffer = resolvedFramebuffer;
const auto toneMappedBuffer = resolvedFramebuffer;
#else
const auto newResolvedFramebuffer = task.addJob<NewOrDefaultFramebuffer>("MakeResolvingFramebuffer");

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@ -34,7 +34,7 @@ void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::Fra
batch.setFramebuffer(inputs);
}
if (renderContext->args->_hudOperator) {
renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture);
}
});
#endif

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@ -12,6 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include render-utils/ShaderConstants.h@>
<@include gpu/Color.slh@>
LAYOUT(binding=0) uniform sampler2D hudTexture;
@ -36,5 +37,5 @@ void main() {
discard;
}
fragColor0 = color;
fragColor0 = color_sRGBAToLinear(color);
}

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@ -20,6 +20,7 @@ struct ToneMappingParams {
ivec4 _toneCurve_s0_s1_s2;
};
const float GAMMA_22 = 2.2;
const float INV_GAMMA_22 = 1.0 / 2.2;
const int ToneCurveNone = 0;
const int ToneCurveGamma22 = 1;
@ -51,13 +52,20 @@ void main(void) {
vec3 tonedColor = srcColor;
if (toneCurve == ToneCurveFilmic) {
vec3 x = max(vec3(0.0), srcColor-0.004);
tonedColor = (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
tonedColor = pow((x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06), vec3(GAMMA_22));
} else if (toneCurve == ToneCurveReinhard) {
tonedColor = srcColor/(1.0 + srcColor);
tonedColor = pow(tonedColor, vec3(INV_GAMMA_22));
} else if (toneCurve == ToneCurveGamma22) {
tonedColor = pow(srcColor, vec3(INV_GAMMA_22));
} // else None toned = src
// We use glEnable(GL_FRAMEBUFFER_SRGB), which automatically converts textures from RGB to SRGB
// when writing from an RGB framebuffer to an SRGB framebuffer (note that it doesn't do anything
// when writing from an SRGB framebuffer to an RGB framebuffer).
// Since the conversion happens automatically, we don't need to do anything in this shader
} else {
// toneCurve == ToneCurveNone
// For debugging purposes, we may want to see what the colors look like before the automatic OpenGL
// conversion mentioned above, so we undo it here
tonedColor = pow(srcColor, vec3(GAMMA_22));
}
outFragColor = vec4(tonedColor, 1.0);
}

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@ -136,7 +136,7 @@ namespace render {
render::ScenePointer _scene;
int8_t _cameraMode { -1 };
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> _hudOperator { nullptr };
std::function<void(gpu::Batch&, const gpu::TexturePointer&)> _hudOperator { nullptr };
gpu::TexturePointer _hudTexture { nullptr };
bool _takingSnapshot { false };

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@ -16,6 +16,7 @@
#include <shaders/Shaders.h>
using namespace render;
using namespace shader::gpu::program;
gpu::PipelinePointer HalfDownsample::_pipeline;
@ -137,6 +138,7 @@ void Upsample::run(const RenderContextPointer& renderContext, const gpu::Framebu
}
gpu::PipelinePointer UpsampleToBlitFramebuffer::_pipeline;
gpu::PipelinePointer UpsampleToBlitFramebuffer::_mirrorPipeline;
void UpsampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
@ -148,10 +150,11 @@ void UpsampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, c
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
_pipeline = gpu::Pipeline::create(program, state);
_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(drawTransformUnitQuadTextureOpaque), state);
_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
@ -164,7 +167,7 @@ void UpsampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, c
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));

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@ -80,6 +80,7 @@ namespace render {
protected:
static gpu::PipelinePointer _pipeline;
static gpu::PipelinePointer _mirrorPipeline;
};
}

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@ -163,7 +163,7 @@ void OculusDisplayPlugin::hmdPresent() {
batch.setStateScissorRect(ivec4(uvec2(), _outputFramebuffer->getSize()));
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(_SRGBToLinearPipeline);
batch.setPipeline(_drawTexturePipeline);
batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});