- create a renderer backend based on softpoly's drawers

This commit is contained in:
Magnus Norddahl 2019-05-22 06:29:52 +02:00
commit 0eda298db2
21 changed files with 1317 additions and 9 deletions

View file

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#include "v_video.h"
#include "m_png.h"
#include "templates.h"
#include "r_videoscale.h"
#include "actor.h"
#include "i_time.h"
#include "g_game.h"
#include "gamedata/fonts/v_text.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "swrenderer/r_swscene.h"
#include "poly_framebuffer.h"
#include "poly_buffers.h"
#include "poly_renderstate.h"
#include "poly_hwtexture.h"
#include "doomerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Bool, gl_no_skyclear)
extern bool NoInterpolateView;
extern int rendered_commandbuffers;
extern int current_rendered_commandbuffers;
extern bool gpuStatActive;
extern bool keepGpuStatActive;
extern FString gpuStatOutput;
#ifdef WIN32
void I_PresentPolyImage(int w, int h, const void *pixels);
#else
void I_PresentPolyImage(int w, int h, const void *pixels) { }
#endif
PolyFrameBuffer::PolyFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen)
{
}
PolyFrameBuffer::~PolyFrameBuffer()
{
// screen is already null at this point, but PolyHardwareTexture::ResetAll needs it during clean up. Is there a better way we can do this?
auto tmp = screen;
screen = this;
PolyHardwareTexture::ResetAll();
PolyBuffer::ResetAll();
PPResource::ResetAll();
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
mShadowMap.Reset();
screen = tmp;
}
void PolyFrameBuffer::InitializeState()
{
gl_vendorstring = "Poly";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = 1;
maxuniformblock = 0x7fffffff;
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new GLViewpointBuffer;
mLights = new FLightBuffer();
mRenderState.reset(new PolyRenderState());
CheckCanvas();
PolyTriangleDrawer::SetTransform(GetDrawCommands(), GetFrameMemory()->NewObject<Mat4f>(Mat4f::Identity()), nullptr);
}
void PolyFrameBuffer::CheckCanvas()
{
if (!mCanvas || mCanvas->GetWidth() != GetWidth() || mCanvas->GetHeight() != GetHeight())
{
DrawerThreads::WaitForWorkers();
mCanvas.reset(new DCanvas(0, 0, true));
mCanvas->Resize(GetWidth(), GetHeight(), false);
PolyTriangleDrawer::SetViewport(GetDrawCommands(), 0, 0, mCanvas->GetWidth(), mCanvas->GetHeight(), mCanvas.get());
}
}
const DrawerCommandQueuePtr &PolyFrameBuffer::GetDrawCommands()
{
if (!mDrawCommands)
mDrawCommands = std::make_shared<DrawerCommandQueue>(&mFrameMemory);
return mDrawCommands;
}
void PolyFrameBuffer::FlushDrawCommands()
{
if (mDrawCommands)
{
DrawerThreads::Execute(mDrawCommands);
mDrawCommands.reset();
}
}
void PolyFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
Draw2D();
Clear2D();
Flush3D.Unclock();
FlushDrawCommands();
DrawerThreads::WaitForWorkers();
mFrameMemory.Clear();
if (mCanvas && GetClientWidth() == mCanvas->GetWidth() && GetClientHeight() == mCanvas->GetHeight())
{
I_PresentPolyImage(mCanvas->GetWidth(), mCanvas->GetHeight(), mCanvas->GetPixels());
}
CheckCanvas();
PolyTriangleDrawer::SetTransform(GetDrawCommands(), GetFrameMemory()->NewObject<Mat4f>(Mat4f::Identity()), nullptr);
Super::Update();
}
void PolyFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
if (!V_IsHardwareRenderer())
{
Super::WriteSavePic(player, file, width, height);
}
else
{
}
}
sector_t *PolyFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
{
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, camera, fov);
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
sector_t *PolyFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
// To do: this is virtually identical to FGLRenderer::RenderViewpoint and should be merged.
R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen)
UpdateShadowMap();
// Update the attenuation flag of all light defaults for each viewpoint.
// This function will only do something if the setting differs.
FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
// Render (potentially) multiple views for stereo 3d
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
//mRenderState->SetRenderTarget(GetBuffers()->SceneColor.View.get(), GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), Poly_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
bool useSSAO = (gl_ssao != 0);
GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
}
auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
auto &vp = di->Viewpoint;
di->Set3DViewport(*GetRenderState());
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
di->SetupView(*GetRenderState(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
// std::function until this can be done better in a cross-API fashion.
di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
DrawScene(di, mode);
});
if (mainview)
{
PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector, *GetRenderState()); // do not call this for camera textures.
if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
GetRenderState()->SetPassType(NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(1);
}
//mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
PostProcess.Unclock();
}
di->EndDrawInfo();
#if 0
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
#endif
}
return mainvp.sector;
}
void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
#if 0
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
auto BaseLayer = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, 0));
int width = mat->TextureWidth();
int height = mat->TextureHeight();
PolyTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
PolyTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->EndRenderPass();
PolyImageTransition barrier0;
barrier0.addImage(image, Poly_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier0.execute(GetDrawCommands());
mRenderState->SetRenderTarget(image->View.get(), depthStencil->View.get(), image->Image->width, image->Image->height, Poly_FORMAT_R8G8B8A8_UNORM, Poly_SAMPLE_COUNT_1_BIT);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = MIN(mat->GetWidth(), image->Image->width);
bounds.height = MIN(mat->GetHeight(), image->Image->height);
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
mRenderState->EndRenderPass();
PolyImageTransition barrier1;
barrier1.addImage(image, Poly_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
barrier1.execute(GetDrawCommands());
mRenderState->SetRenderTarget(GetBuffers()->SceneColor.View.get(), GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), Poly_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
tex->SetUpdated(true);
#endif
}
void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
{
// To do: this is virtually identical to FGLRenderer::DrawScene and should be merged.
static int recursion = 0;
static int ssao_portals_available = 0;
const auto &vp = di->Viewpoint;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = true;
ssao_portals_available--;
}
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
di->CreateScene(drawmode == DM_MAINVIEW);
vp.camera->renderflags = savedflags;
}
else
{
di->CreateScene(false);
}
GetRenderState()->SetDepthMask(true);
if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
di->RenderScene(*GetRenderState());
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
//mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
//screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
screen->mPortalState->EndFrame(di, *GetRenderState());
recursion--;
di->RenderTranslucent(*GetRenderState());
}
void PolyFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();
}
uint32_t PolyFrameBuffer::GetCaps()
{
if (!V_IsHardwareRenderer())
return Super::GetCaps();
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
return (uint32_t)FlagSet;
}
void PolyFrameBuffer::SetVSync(bool vsync)
{
// This is handled in PolySwapChain::AcquireImage.
}
void PolyFrameBuffer::CleanForRestart()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled()) ? CTF_CheckHires : 0;
auto base = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation));
base->Precache(mat, translation, flags);
}
IHardwareTexture *PolyFrameBuffer::CreateHardwareTexture()
{
return new PolyHardwareTexture();
}
FModelRenderer *PolyFrameBuffer::CreateModelRenderer(int mli)
{
return new FHWModelRenderer(nullptr, *GetRenderState(), mli);
}
IVertexBuffer *PolyFrameBuffer::CreateVertexBuffer()
{
return new PolyVertexBuffer();
}
IIndexBuffer *PolyFrameBuffer::CreateIndexBuffer()
{
return new PolyIndexBuffer();
}
IDataBuffer *PolyFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
return new PolyDataBuffer(bindingpoint, ssbo, needsresize);
}
void PolyFrameBuffer::SetTextureFilterMode()
{
TextureFilterChanged();
}
void PolyFrameBuffer::TextureFilterChanged()
{
}
void PolyFrameBuffer::StartPrecaching()
{
}
void PolyFrameBuffer::BlurScene(float amount)
{
}
void PolyFrameBuffer::UpdatePalette()
{
}
FTexture *PolyFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeStartScreen");
return tex;
}
FTexture *PolyFrameBuffer::WipeEndScreen()
{
Draw2D();
Clear2D();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeEndScreen");
return tex;
}
TArray<uint8_t> PolyFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
IntRect box;
box.left = 0;
box.top = 0;
box.width = w;
box.height = h;
//mPostprocess->DrawPresentTexture(box, true, true);
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
//CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;
gamma = 1.0f;
return ScreenshotBuffer;
}
void PolyFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
CheckCanvas();
}
void PolyFrameBuffer::Draw2D()
{
::Draw2D(&m2DDrawer, *mRenderState);
}
unsigned int PolyFrameBuffer::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void PolyFrameBuffer::UpdateShadowMap()
{
}