Resolve multisampling depth in shader

This commit is contained in:
Magnus Norddahl 2016-09-03 04:12:00 +02:00
commit 902097d6da
6 changed files with 211 additions and 84 deletions

View file

@ -53,6 +53,7 @@
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
#include <random>
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
@ -86,15 +87,14 @@ FGLRenderBuffers::~FGLRenderBuffers()
ClearScene();
ClearPipeline();
ClearBloom();
ClearAmbientOcclusion();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneDepthStencil);
}
void FGLRenderBuffers::ClearPipeline()
@ -119,6 +119,15 @@ void FGLRenderBuffers::ClearBloom()
}
}
void FGLRenderBuffers::ClearAmbientOcclusion()
{
DeleteFrameBuffer(AmbientFB0);
DeleteFrameBuffer(AmbientFB1);
DeleteTexture(AmbientTexture0);
DeleteTexture(AmbientTexture1);
DeleteTexture(AmbientRandomTexture);
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
@ -186,11 +195,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
}
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
{
CreateBloom(sceneWidth, sceneHeight);
mBloomWidth = sceneWidth;
mBloomHeight = sceneHeight;
CreateAmbientOcclusion(sceneWidth, sceneHeight);
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
@ -206,8 +216,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mWidth = 0;
mHeight = 0;
mSamples = 0;
mBloomWidth = 0;
mBloomHeight = 0;
mSceneWidth = 0;
mSceneHeight = 0;
}
return !FailedCreate;
@ -224,9 +234,15 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
ClearScene();
if (samples > 1)
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
}
else
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
}
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
@ -279,20 +295,77 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
}
}
//==========================================================================
//
// Creates ambient occlusion working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
{
ClearAmbientOcclusion();
if (width <= 0 || height <= 0)
return;
AmbientWidth = width / 2;
AmbientHeight = height / 2;
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
int16_t randomValues[16 * 4];
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
for (int i = 0; i < 16; i++)
{
double num_directions = 8.0; // Must be same as the define in ssao.fp
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0);
}
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
{
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
GLenum dataformat, datatype;
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -300,6 +373,17 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
return handle;
}
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return handle;
}
//==========================================================================
//
// Creates a render buffer
@ -347,34 +431,22 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool multisample)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
@ -394,22 +466,23 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
FailedCreate = true;
#if 0
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
if (gl_debug_level > 0)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
Printf("%s\n", error.GetChars());
}
I_FatalError(error);
#endif
return false;
}
@ -482,6 +555,21 @@ void FGLRenderBuffers::BindSceneFB()
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Binds the depth texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneDepthTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
else
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
}
//==========================================================================
//
// Binds the current scene/effect/hud texture to the specified texture unit