Added multisample support to FGLRenderBuffers and added gl_multisample to the menus

This commit is contained in:
Magnus Norddahl 2016-07-30 15:33:30 +02:00
commit cfc20d1198
7 changed files with 223 additions and 37 deletions

View file

@ -53,6 +53,7 @@
#include "i_system.h"
#include "doomerrors.h"
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
//==========================================================================
@ -74,10 +75,29 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
Clear();
ClearScene();
ClearHud();
ClearBloom();
}
void FGLRenderBuffers::Clear()
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneTextureFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneTexture);
}
void FGLRenderBuffers::ClearHud()
{
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
}
void FGLRenderBuffers::ClearBloom()
{
for (int i = 0; i < NumBloomLevels; i++)
{
@ -88,16 +108,6 @@ void FGLRenderBuffers::Clear()
DeleteTexture(level.VTexture);
level = FGLBloomTextureLevel();
}
DeleteFrameBuffer(mSceneFB);
DeleteTexture(mSceneTexture);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
mWidth = 0;
mHeight = 0;
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
@ -130,28 +140,80 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
void FGLRenderBuffers::Setup(int width, int height)
{
if (width <= mWidth && height <= mHeight)
return;
int samples = GetCvarSamples();
Clear();
if (width == mWidth && height == mHeight && mSamples != samples)
{
CreateScene(mWidth, mHeight, samples);
mSamples = samples;
}
else if (width > mWidth || height > mHeight)
{
CreateScene(width, height, samples);
CreateHud(width, height);
CreateBloom(width, height);
mWidth = width;
mHeight = height;
mSamples = samples;
}
GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
ClearScene();
mSceneTexture = Create2DTexture(GetHdrFormat(), width, height);
mSceneTextureFB = CreateFrameBuffer(mSceneTexture);
if (samples > 1)
mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
mSceneTexture = Create2DTexture(hdrFormat, width, height);
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil);
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepth, mSceneStencil);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil);
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepthStencil);
}
}
mHudTexture = Create2DTexture(hdrFormat, width, height);
//==========================================================================
//
// Creates the post-tonemapping-step buffers
//
//==========================================================================
void FGLRenderBuffers::CreateHud(int width, int height)
{
ClearHud();
mHudTexture = Create2DTexture(GetHdrFormat(), width, height);
mHudFB = CreateFrameBuffer(mHudTexture);
}
//==========================================================================
//
// Creates bloom pass working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateBloom(int width, int height)
{
ClearBloom();
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
@ -161,22 +223,44 @@ void FGLRenderBuffers::Setup(int width, int height)
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
level.VTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.HTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.VFramebuffer = CreateFrameBuffer(level.VTexture);
level.HFramebuffer = CreateFrameBuffer(level.HTexture);
bloomWidth = level.Width;
bloomHeight = level.Height;
}
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
//==========================================================================
//
// Fallback support for older OpenGL where RGBA16F might not be available
//
//==========================================================================
mWidth = width;
mHeight = height;
GLuint FGLRenderBuffers::GetHdrFormat()
{
return ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
}
//==========================================================================
//
// Converts the CVAR multisample value into a valid level for OpenGL
//
//==========================================================================
int FGLRenderBuffers::GetCvarSamples()
{
int maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
int samples = clamp((int)gl_multisample, 0, maxSamples);
int count;
for (count = 0; samples > 0; count++)
samples >>= 1;
return count;
}
//==========================================================================
@ -215,6 +299,18 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int samples, int width, int height)
{
if (samples <= 1)
return CreateRenderBuffer(format, width, height);
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return handle;
}
//==========================================================================
//
// Creates a frame buffer
@ -227,6 +323,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
CheckFrameBufferCompleteness();
return handle;
}
@ -237,6 +334,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstenc
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
CheckFrameBufferCompleteness();
return handle;
}
@ -248,12 +346,59 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLu
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);
CheckFrameBufferCompleteness();
return handle;
}
//==========================================================================
//
// Makes the scene frame buffer active
// Verifies that the frame buffer setup is valid
//
//==========================================================================
void FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return;
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;
}
I_FatalError(error);
}
//==========================================================================
//
// Resolves the multisample frame buffer by copying it to the scene texture
//
//==========================================================================
void FGLRenderBuffers::BlitSceneToTexture()
{
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mSceneTextureFB);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
//
//==========================================================================
@ -262,6 +407,17 @@ void FGLRenderBuffers::BindSceneFB()
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Makes the scene texture frame buffer active (final 2D texture only)
//
//==========================================================================
void FGLRenderBuffers::BindSceneTextureFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
}
//==========================================================================
//
// Makes the 2D/HUD frame buffer active
@ -273,7 +429,7 @@ void FGLRenderBuffers::BindHudFB()
if (gl_tonemap != 0)
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
else
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
}
//==========================================================================