Pictures in the UI read as ImGui's colours are: an sRGB picture was turned linear and showed too dark (the logo in About, the Picture panel's paint) — a UNORM view on Vulkan, a skip-decode sampler on OpenGL 4.6 and 4.0, the texture's own setting before 3.3

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Nexoniarz 2026-10-20 19:01:07 +02:00
commit ffaa5e8001
6 changed files with 79 additions and 5 deletions

View file

@ -100,7 +100,11 @@ namespace {
X(void, DrawBuffer, (GLenum)) \
X(void, DrawBuffers, (GLsizei, const GLenum*)) \
X(void, TexBuffer, (GLenum, GLenum, GLuint)) \
X(void, BindFragDataLocation, (GLuint, GLuint, const GLchar*))
X(void, BindFragDataLocation, (GLuint, GLuint, const GLchar*)) \
X(void, GenSamplers, (GLsizei, GLuint*)) \
X(void, DeleteSamplers, (GLsizei, const GLuint*)) \
X(void, BindSampler, (GLuint, GLuint)) \
X(void, SamplerParameteri, (GLuint, GLenum, GLint))
namespace glx {
#define KEEL_GLX_DECLARE(ret, name, params) using name##_t = ret(APIENTRY*) params; name##_t name = nullptr;
@ -499,6 +503,14 @@ public:
ImGui::GetIO().IniFilename = nullptr;
ImGui::StyleColorsDark();
imgui_ = ImGui_ImplSDL3_InitForOpenGL(window_, context_) && ImGui_ImplOpenGL3_Init(es_ ? "#version 300 es" : "#version 140");
if (glx::GenSamplers && glx::BindSampler && glx::SamplerParameteri) { // (3.3 on: UI pictures read as plain numbers, as ImGui's colours are)
glx::GenSamplers(1, &uiRawSampler_);
glx::SamplerParameteri(uiRawSampler_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glx::SamplerParameteri(uiRawSampler_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glx::SamplerParameteri(uiRawSampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glx::SamplerParameteri(uiRawSampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glx::SamplerParameteri(uiRawSampler_, 0x8A48 /* GL_TEXTURE_SRGB_DECODE_EXT */, 0x8A4A /* GL_SKIP_DECODE_EXT */);
}
log::info("Fallback renderer: tier {} ({})", tier_, tier_ >= 2 ? "shadows, normal maps, highlights, sky reflections, 16 lights" : "lightmaps, sun shadows, sky");
return imgui_;
}
@ -515,6 +527,7 @@ public:
for (GLuint t : textures_)
if (t) glx::DeleteTextures(1, &t);
for (Model& m : models_) releaseModel(m);
if (uiRawSampler_) glx::DeleteSamplers(1, &uiRawSampler_);
releaseTargets();
for (GLuint* t : {&shadowMap_, &jointTexture_}) glx::DeleteTextures(1, t);
glx::DeleteFramebuffers(1, &shadowFbo_);
@ -538,7 +551,8 @@ public:
// No block compression here (old GPUs): the renderer decodes BC7 to RGBA8 first.
void createTexture(TextureId slot, uint32_t w, uint32_t h, bool srgb, const std::vector<std::vector<uint8_t>>& mips,
TexFormat = TexFormat::RGBA8) override {
if (slot >= textures_.size()) textures_.resize(slot + 1, 0);
if (slot >= textures_.size()) textures_.resize(slot + 1, 0), srgb_.resize(slot + 1, false);
srgb_[slot] = srgb;
GLuint& t = textures_[slot];
if (!t) glx::GenTextures(1, &t);
glx::BindTexture(GL_TEXTURE_2D, t);
@ -585,6 +599,22 @@ public:
}
uint64_t uiTexture(TextureId slot) override { return slot < textures_.size() ? uint64_t(textures_[slot]) : 0; }
// (A sampler object where there are any; else the texture's own setting, switched for the draw and back.)
UiRawRead uiRawRead(TextureId slot) override {
if (slot >= textures_.size() || !srgb_[slot]) return {};
if (uiRawSampler_)
return {[](const ImDrawList*, const ImDrawCmd* c) { glx::BindSampler(0, GLuint(uintptr_t(c->UserCallbackData))); },
[](const ImDrawList*, const ImDrawCmd*) { glx::BindSampler(0, 0); }, reinterpret_cast<void*>(uintptr_t(uiRawSampler_))};
return {[](const ImDrawList*, const ImDrawCmd* c) {
glx::BindTexture(GL_TEXTURE_2D, GLuint(uintptr_t(c->UserCallbackData)));
glx::TexParameteri(GL_TEXTURE_2D, 0x8A48 /* GL_TEXTURE_SRGB_DECODE_EXT */, 0x8A4A /* GL_SKIP_DECODE_EXT */);
},
[](const ImDrawList*, const ImDrawCmd* c) {
glx::BindTexture(GL_TEXTURE_2D, GLuint(uintptr_t(c->UserCallbackData)));
glx::TexParameteri(GL_TEXTURE_2D, 0x8A48 /* GL_TEXTURE_SRGB_DECODE_EXT */, 0x8A49 /* GL_DECODE_EXT */);
},
reinterpret_cast<void*>(uintptr_t(textures_[slot]))};
}
bool beginFrame(uint32_t& width, uint32_t& height) override {
int w = 0, h = 0;
@ -722,6 +752,8 @@ private:
bool imgui_ = false;
Program mesh_, depth_, sky_, box_, tonemap_, sprite_;
std::vector<GLuint> textures_;
std::vector<bool> srgb_;
GLuint uiRawSampler_ = 0;
std::vector<Model> models_;
GLuint frameUbo_ = 0, jointBuffer_ = 0, jointTexture_ = 0, emptyVao_ = 0;
GLuint shadowMap_ = 0, shadowFbo_ = 0;