What is the purpose of the SRGB_CORRECTION_FRAGMENT_SHADER? #2509
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zmerp
xujunjie12345
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Answered by
zmerp
Nov 26, 2024
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I have figured out the first question. Whether it's OpenGL ES or D3D, when reading sRGB space textures, they are automatically converted to linear space values for computation. Therefore, in most cases, we do not need to manually perform color space conversion. The decoded raw data is placed into an OES texture, which is a special type of texture that cannot be converted to a different color space during shader processing. Therefore, manual conversion is required in the SRGB_CORRECTION_FRAGMENT_SHADER. |
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I think by spec OES samplers should do the necessary color conversions, but this should be implemented by hardware vendors (Qualcomm in this case) and rarely hardware vendors follow the specs.