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Fix gray alpha png #2234

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9 changes: 8 additions & 1 deletion core/2d/Sprite.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -434,7 +434,14 @@ void Sprite::setTexture(Texture2D* texture)
}

if (needsUpdatePS)
setProgramState(backend::ProgramType::POSITION_TEXTURE_COLOR);
{
const PixelFormat pixelFormat = _texture->getPixelFormat();

if (pixelFormat == PixelFormat::RG8)
setProgramState(backend::ProgramType::POSITION_TEXTURE_GRAY_ALPHA);
else
setProgramState(backend::ProgramType::POSITION_TEXTURE_COLOR);
}
else
updateProgramStateTexture(_texture);
}
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2 changes: 1 addition & 1 deletion core/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -461,7 +461,7 @@ if(LINUX)

# including GTK3.0 and WebKit2Gtk4.x
find_package(PkgConfig REQUIRED)
pkg_check_modules(GKT3 REQUIRED gtk+-3.0)
pkg_check_modules(GTK3 REQUIRED gtk+-3.0)

set(_webkit2gtk_vers "4.1;4.0")
foreach(_ver ${_webkit2gtk_vers})
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2 changes: 1 addition & 1 deletion core/platform/Image.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2606,7 +2606,7 @@ void Image::premultiplyAlpha()
for (int i = 0; i < _width * _height; i++)
{
uint8_t* p = _data + i * 2;
twoBytes[i] = ((p[0] * p[1] + 1) >> 8) | (p[1] << 8);
twoBytes[i] = ((p[0] * (p[1] + 1)) >> 8) | (p[1] << 8);
}
}

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1 change: 1 addition & 0 deletions core/renderer/Shaders.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,7 @@ AX_DLL const std::string_view positionTexture_frag = "positionTe
AX_DLL const std::string_view positionTextureColor_vert = "positionTextureColor_vs"sv;
AX_DLL const std::string_view positionTextureColor_frag = "positionTextureColor_fs"sv;
AX_DLL const std::string_view positionTextureColorAlphaTest_frag = "positionTextureColorAlphaTest_fs"sv;
AX_DLL const std::string_view positionTextureGrayAlpha_frag = "positionTextureGrayAlpha_fs"sv;
AX_DLL const std::string_view label_normal_frag = "label_normal_fs"sv;
AX_DLL const std::string_view label_outline_frag = "label_outline_fs"sv;
AX_DLL const std::string_view label_distanceNormal_frag = "label_distanceNormal_fs"sv;
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1 change: 1 addition & 0 deletions core/renderer/Shaders.h
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@ extern AX_DLL const std::string_view positionTexture_frag;
extern AX_DLL const std::string_view positionTextureColor_vert;
extern AX_DLL const std::string_view positionTextureColor_frag;
extern AX_DLL const std::string_view positionTextureColorAlphaTest_frag;
extern AX_DLL const std::string_view positionTextureGrayAlpha_frag;
extern AX_DLL const std::string_view label_normal_frag;
extern AX_DLL const std::string_view label_outline_frag;
extern AX_DLL const std::string_view label_distanceNormal_frag;
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1 change: 1 addition & 0 deletions core/renderer/backend/Enums.h
Original file line number Diff line number Diff line change
Expand Up @@ -342,6 +342,7 @@ struct ProgramType
POSITION_TEXTURE, // positionTexture_vert, positionTexture_frag
POSITION_TEXTURE_COLOR, // positionTextureColor_vert, positionTextureColor_frag
POSITION_TEXTURE_COLOR_ALPHA_TEST, // positionTextureColor_vert, positionTextureColorAlphaTest_frag
POSITION_TEXTURE_GRAY_ALPHA, // positionTextureColor_vert, positionTextureGrayAlpha_frag
LABEL_NORMAL, // positionTextureColor_vert, label_normal_frag
LABLE_OUTLINE, // positionTextureColor_vert, labelOutline_frag
LABEL_DISTANCE_NORMAL, // positionTextureColor_vert, label_distanceNormal_frag
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2 changes: 2 additions & 0 deletions core/renderer/backend/ProgramManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,8 @@ bool ProgramManager::init()
VertexLayoutType::Texture);
registerProgram(ProgramType::POSITION_TEXTURE_COLOR_ALPHA_TEST, positionTextureColor_vert,
positionTextureColorAlphaTest_frag, VertexLayoutType::Sprite);
registerProgram(ProgramType::POSITION_TEXTURE_GRAY_ALPHA, positionTextureColor_vert,
positionTextureGrayAlpha_frag, VertexLayoutType::Sprite);
registerProgram(ProgramType::POSITION_UCOLOR, positionUColor_vert, positionColor_frag, VertexLayoutType::Pos);
registerProgram(ProgramType::DUAL_SAMPLER_GRAY, positionTextureColor_vert, dualSampler_gray_frag,
VertexLayoutType::Sprite);
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16 changes: 16 additions & 0 deletions core/renderer/shaders/positionTextureGrayAlpha.frag
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
#version 310 es
precision highp float;
precision highp int;
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Use lowp precision as default for both float and int. That's enough for simple color processing.

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This shader was copied from positionTextureColor.frag, with the only section changed being what is in the main() function. The existing shaders use the same settings for precision etc..

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I'm aware that all shaders for some reason were marked with highp, and I've actually benchmarked that it has a noticeable performance impact on mobile devices.

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I didn't realise there was such a performance hit on mobile devices, so if there is no need to have them marked as highp, then at some point we should adjust the rest of the shaders as well.

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I've tried to find the notes from the tests I've did: so I was rendering ~1 million vertices: 300 triangles and 1000 batches, with the standard Axmol's position texture color shader, and the difference was 51ms (lowp) vs 54ms (highp), so about 5%. But this will depend on your game's fillrate: the more pixels you draw, the bigger impact will be.

Btw, the device I was testing didn't really support lowp, so it was falling back to mediump. On device with true lowp the difference would be larger. But I think most devices only support mediump and highp.


layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
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Use highp precision for texture coordinates.


layout(binding = 0) uniform sampler2D u_tex0;

layout(location = SV_Target0) out vec4 FragColor;

void main()
{
vec4 c = texture(u_tex0, v_texCoord);
FragColor = v_color * vec4(c.r, c.r, c.r, c.g);
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This will fail on GLES2, because for two channel textures it uses GL_LUMINANCE_ALPHA pixel format which loads data into shader's rgba channels as LLLA. So for GLES2 you need to use (c.r, c.r, c.r, c.a). So you either need an #if defined(GLES2), or use compatibility macro RG8_CHANNEL defined in base.glsl. Check videoTextureNV12.frag shader for example.

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Would (c.r, c.r, c.r, c.a) work for both cases? For RG8, it's being loaded as RGRG into the RGBA channels, so instead of using R and G, why not just use R and A, since A has the same value as G?

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I treat loading RG8 as RGRG a bug, so I would go with an #if defined(GLES2). GLES2 will die at some point (In few years? Currently just 4.1% of Android market share), so this R and A channels is a deprecated legacy, and I wouldn't build a new feature based on outdated stuff.

}
9 changes: 7 additions & 2 deletions tests/cpp-tests/Source/Texture2dTest/Texture2dTest.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -437,6 +437,11 @@ void TexturePNG::onEnter()
ai88->setPosition(s.width / 4.0f, s.height * 3.0f / 4.0f);
addChild(ai88);

// grayscale with alpha, gray+alpha shader.
auto ai88s = Sprite::create("Images/test_image_ai88.png", PixelFormat::RG8);
ai88s->setPosition(s.width / 4.0f, s.height / 2.0f);
addChild(ai88s);

// rgb without alpha
auto rgb888 = Sprite::create("Images/test_image_rgb888.png");
rgb888->setPosition(s.width * 3.0f / 4.0f, s.height / 4.0f);
Expand All @@ -455,7 +460,7 @@ std::string TexturePNG::title() const

std::string TexturePNG::subtitle() const
{
return "LB:I8, LT:AI8\nRB:RGB888, RT: RGBA8888";
return "LB:I8, LM: AI8/RG8 pixel format, LT:AI8\nRB:RGB888, RT: RGBA8888";
}

//------------------------------------------------------------------
Expand Down Expand Up @@ -1634,7 +1639,7 @@ void TexturePixelFormat::onEnter()
Director::getInstance()->getTextureCache()->removeTexture(sprite5->getTexture());

// A8 image (8-bit)
auto sprite6 = Sprite::create("Images/test-rgba1.png", PixelFormat::R8); //
auto sprite6 = Sprite::create("Images/test-rgba1.png", PixelFormat::R8); //
sprite6->setPosition(Vec2(6 * s.width / 7, s.height / 2 - 32));
addChild(sprite6, 0);

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