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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Changed _currentRender back to RGBA16F
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251c879483
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b04705c594
5 changed files with 11 additions and 26 deletions
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@ -144,10 +144,9 @@ struct globalFramebuffers_t
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Framebuffer* shadowFBO[MAX_SHADOWMAP_RESOLUTIONS][6];
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Framebuffer* hdrFBO;
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Framebuffer* ldrFBO;
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Framebuffer* postProcFBO; // HDR16
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Framebuffer* postProcFBO; // HDR16 used by 3D effects like heatHaze
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Framebuffer* taaMotionVectorsFBO;
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Framebuffer* taaResolvedFBO;
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Framebuffer* hdr64FBO; // TODO remove, not needed with new NVRHI tonemapping anymore
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Framebuffer* envprobeFBO;
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Framebuffer* bloomRenderFBO[MAX_BLOOM_BUFFERS];
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Framebuffer* glowFBO[MAX_GLOW_BUFFERS]; // unused
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@ -627,7 +627,6 @@ public:
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idImage* randomImage256;
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idImage* blueNoiseImage256;
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idImage* currentRenderHDRImage;
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idImage* currentRenderHDRImage64;
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idImage* ldrImage; // tonemapped result which can be used for further post processing
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idImage* taaMotionVectorsImage; // motion vectors for TAA projection
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idImage* taaResolvedImage;
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@ -661,7 +660,7 @@ public:
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idImage* scratchImage;
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idImage* scratchImage2;
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idImage* accumImage;
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idImage* currentRenderImage; // for SS_POST_PROCESS shaders, Doom 3 legacy but in HDR now
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idImage* currentRenderImage; // for 3D scene SS_POST_PROCESS shaders for effects like heatHaze, in HDR now
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idImage* currentDepthImage; // for motion blur, SSAO and everything that requires depth to world pos reconstruction
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idImage* originalCurrentRenderImage; // currentRenderImage before any changes for stereo rendering
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idImage* loadingIconImage; // loading icon must exist always
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@ -1069,7 +1069,6 @@ void idImageManager::CreateIntrinsicImages()
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blueNoiseImage256 = globalImages->ImageFromFunction( "_blueNoise256", R_CreateBlueNoise256Image );
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currentRenderHDRImage = globalImages->ImageFromFunction( "_currentRenderHDR", R_HDR_RGBA16FImage_ResNative_MSAAOpt );
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currentRenderHDRImage64 = globalImages->ImageFromFunction( "_currentRenderHDR64", R_HDR_RGBA16FImage_Res64 );
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ldrImage = globalImages->ImageFromFunction( "_currentRenderLDR", R_LdrNativeImage );
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taaMotionVectorsImage = ImageFromFunction( "_taaMotionVectors", R_HDR_RG16FImage_ResNative ); // RB: could be shared with _currentNormals.zw
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@ -1122,7 +1121,8 @@ void idImageManager::CreateIntrinsicImages()
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scratchImage = ImageFromFunction( "_scratch", R_RGBA8Image );
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scratchImage2 = ImageFromFunction( "_scratch2", R_RGBA8Image );
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accumImage = ImageFromFunction( "_accum", R_RGBA8Image_RT );
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currentRenderImage = globalImages->ImageFromFunction( "_currentRender", R_LdrNativeImage );;
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currentRenderImage = globalImages->ImageFromFunction( "_currentRender", R_HDR_RGBA16FImage_ResNative );
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//currentRenderImage = globalImages->ImageFromFunction( "_currentRender", R_LdrNativeImage );
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currentDepthImage = ImageFromFunction( "_currentDepth", R_DepthImage );
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// save a copy of this for material comparison, because currentRenderImage may get
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@ -164,10 +164,6 @@ void Framebuffer::ResizeFramebuffers( bool reloadImages )
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.addColorAttachment( globalImages->envprobeHDRImage->texture )
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.setDepthAttachment( globalImages->envprobeDepthImage->texture ) );
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globalFramebuffers.hdr64FBO = new Framebuffer( "_hdr64",
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nvrhi::FramebufferDesc()
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.addColorAttachment( globalImages->currentRenderHDRImage64->texture ) );
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for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
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{
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globalFramebuffers.ambientOcclusionFBO[i] = new Framebuffer( va( "_aoRender%i", i ),
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@ -224,7 +220,6 @@ void Framebuffer::ReloadImages()
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globalImages->currentRenderImage->Reload( false, tr.backend.commandList );
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globalImages->currentDepthImage->Reload( false, tr.backend.commandList );
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globalImages->currentRenderHDRImage->Reload( false, tr.backend.commandList );
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globalImages->currentRenderHDRImage64->Reload( false, tr.backend.commandList );
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for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
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{
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globalImages->ambientOcclusionImage[i]->Reload( false, tr.backend.commandList );
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@ -6094,7 +6094,6 @@ void idRenderBackend::PostProcess( const void* data )
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if( r_useFilmicPostProcessing.GetBool() )
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{
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#if defined( USE_NVRHI )
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BlitParameters blitParms;
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blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
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blitParms.targetFramebuffer = globalFramebuffers.smaaBlendFBO->GetApiObject();
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@ -6104,13 +6103,6 @@ void idRenderBackend::PostProcess( const void* data )
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GL_SelectTexture( 0 );
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globalImages->smaaBlendImage->Bind();
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#else
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globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
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GL_SelectTexture( 0 );
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globalImages->currentRenderImage->Bind();
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#endif
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globalFramebuffers.ldrFBO->Bind();
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@ -6143,21 +6135,21 @@ void idRenderBackend::PostProcess( const void* data )
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GL_SelectTexture( 0 );
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renderProgManager.Unbind();
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#if defined( USE_NVRHI )
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// copy LDR result to DX12 / Vulkan swapchain image
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BlitParameters blitParms;
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blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
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blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
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blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
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commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
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// copy LDR result to postProcFBO which is HDR but also used by postFX
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blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
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blitParms.targetFramebuffer = globalFramebuffers.postProcFBO->GetApiObject();
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blitParms.targetViewport = nvrhi::Viewport( viewport.x1, viewport.x2, viewport.y1, viewport.y2, viewport.zmin, viewport.zmax );
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commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
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GL_SelectTexture( 0 );
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globalImages->currentRenderImage->Bind();
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#else
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globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
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GL_SelectTexture( 0 );
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globalImages->currentRenderImage->Bind();
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#endif
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renderLog.CloseBlock();
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renderLog.CloseMainBlock();
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