/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "../tr_local.h" #include "../../framework/Common_local.h" idCVar r_drawFlickerBox( "r_drawFlickerBox", "0", CVAR_RENDERER | CVAR_BOOL, "visual test for dropping frames" ); idCVar stereoRender_warp( "stereoRender_warp", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use the optical warping renderprog instead of stereoDeGhost" ); idCVar stereoRender_warpStrength( "stereoRender_warpStrength", "1.45", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "amount of pre-distortion" ); idCVar stereoRender_warpCenterX( "stereoRender_warpCenterX", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for left eye, right eye will be 1.0 - this" ); idCVar stereoRender_warpCenterY( "stereoRender_warpCenterY", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for both eyes" ); idCVar stereoRender_warpParmZ( "stereoRender_warpParmZ", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "development parm" ); idCVar stereoRender_warpParmW( "stereoRender_warpParmW", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "development parm" ); idCVar stereoRender_warpTargetFraction( "stereoRender_warpTargetFraction", "1.0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "fraction of half-width the through-lens view covers" ); idCVar r_showSwapBuffers( "r_showSwapBuffers", "0", CVAR_BOOL, "Show timings from GL_BlockingSwapBuffers" ); idCVar r_syncEveryFrame( "r_syncEveryFrame", "1", CVAR_BOOL, "Don't let the GPU buffer execution past swapbuffers" ); static int swapIndex; // 0 or 1 into renderSync static GLsync renderSync[2]; void GLimp_SwapBuffers(); void RB_SetMVP( const idRenderMatrix& mvp ); /* ============================================================================ RENDER BACK END THREAD FUNCTIONS ============================================================================ */ /* ============= RB_DrawFlickerBox ============= */ static void RB_DrawFlickerBox() { if( !r_drawFlickerBox.GetBool() ) { return; } if( tr.frameCount & 1 ) { glClearColor( 1, 0, 0, 1 ); } else { glClearColor( 0, 1, 0, 1 ); } glScissor( 0, 0, 256, 256 ); glClear( GL_COLOR_BUFFER_BIT ); } /* ============= RB_SetBuffer ============= */ static void RB_SetBuffer( const void* data ) { // see which draw buffer we want to render the frame to const setBufferCommand_t* cmd = ( const setBufferCommand_t* )data; RENDERLOG_PRINTF( "---------- RB_SetBuffer ---------- to buffer # %d\n", cmd->buffer ); GL_Scissor( 0, 0, tr.GetWidth(), tr.GetHeight() ); // clear screen for debugging // automatically enable this with several other debug tools // that might leave unrendered portions of the screen if( r_clear.GetFloat() || idStr::Length( r_clear.GetString() ) != 1 || r_singleArea.GetBool() || r_showOverDraw.GetBool() ) { float c[3]; if( sscanf( r_clear.GetString(), "%f %f %f", &c[0], &c[1], &c[2] ) == 3 ) { GL_Clear( true, false, false, 0, c[0], c[1], c[2], 1.0f ); } else if( r_clear.GetInteger() == 2 ) { GL_Clear( true, false, false, 0, 0.0f, 0.0f, 0.0f, 1.0f ); } else if( r_showOverDraw.GetBool() ) { GL_Clear( true, false, false, 0, 1.0f, 1.0f, 1.0f, 1.0f ); } else { GL_Clear( true, false, false, 0, 0.4f, 0.0f, 0.25f, 1.0f ); } } } /* ============= GL_BlockingSwapBuffers We want to exit this with the GPU idle, right at vsync ============= */ const void GL_BlockingSwapBuffers() { RENDERLOG_PRINTF( "***************** GL_BlockingSwapBuffers *****************\n\n\n" ); const int beforeFinish = Sys_Milliseconds(); if( !glConfig.syncAvailable ) { glFinish(); } const int beforeSwap = Sys_Milliseconds(); if( r_showSwapBuffers.GetBool() && beforeSwap - beforeFinish > 1 ) { common->Printf( "%i msec to glFinish\n", beforeSwap - beforeFinish ); } GLimp_SwapBuffers(); const int beforeFence = Sys_Milliseconds(); if( r_showSwapBuffers.GetBool() && beforeFence - beforeSwap > 1 ) { common->Printf( "%i msec to swapBuffers\n", beforeFence - beforeSwap ); } if( glConfig.syncAvailable ) { swapIndex ^= 1; if( glIsSync( renderSync[swapIndex] ) ) { glDeleteSync( renderSync[swapIndex] ); } // draw something tiny to ensure the sync is after the swap const int start = Sys_Milliseconds(); glScissor( 0, 0, 1, 1 ); glEnable( GL_SCISSOR_TEST ); glClear( GL_COLOR_BUFFER_BIT ); renderSync[swapIndex] = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 ); const int end = Sys_Milliseconds(); if( r_showSwapBuffers.GetBool() && end - start > 1 ) { common->Printf( "%i msec to start fence\n", end - start ); } GLsync syncToWaitOn; if( r_syncEveryFrame.GetBool() ) { syncToWaitOn = renderSync[swapIndex]; } else { syncToWaitOn = renderSync[!swapIndex]; } if( glIsSync( syncToWaitOn ) ) { for( GLenum r = GL_TIMEOUT_EXPIRED; r == GL_TIMEOUT_EXPIRED; ) { r = glClientWaitSync( syncToWaitOn, GL_SYNC_FLUSH_COMMANDS_BIT, 1000 * 1000 ); } } } const int afterFence = Sys_Milliseconds(); if( r_showSwapBuffers.GetBool() && afterFence - beforeFence > 1 ) { common->Printf( "%i msec to wait on fence\n", afterFence - beforeFence ); } const int64 exitBlockTime = Sys_Microseconds(); static int64 prevBlockTime; if( r_showSwapBuffers.GetBool() && prevBlockTime ) { const int delta = ( int )( exitBlockTime - prevBlockTime ); common->Printf( "blockToBlock: %i\n", delta ); } prevBlockTime = exitBlockTime; } /* ==================== R_MakeStereoRenderImage ==================== */ static void R_MakeStereoRenderImage( idImage* image ) { idImageOpts opts; opts.width = renderSystem->GetWidth(); opts.height = renderSystem->GetHeight(); opts.numLevels = 1; opts.format = FMT_RGBA8; image->AllocImage( opts, TF_LINEAR, TR_CLAMP ); } /* ==================== RB_StereoRenderExecuteBackEndCommands Renders the draw list twice, with slight modifications for left eye / right eye ==================== */ void RB_StereoRenderExecuteBackEndCommands( const emptyCommand_t* const allCmds ) { uint64 backEndStartTime = Sys_Microseconds(); // If we are in a monoscopic context, this draws to the only buffer, and is // the same as GL_BACK. In a quad-buffer stereo context, this is necessary // to prevent GL from forcing the rendering to go to both BACK_LEFT and // BACK_RIGHT at a performance penalty. // To allow stereo deghost processing, the views have to be copied to separate // textures anyway, so there isn't any benefit to rendering to BACK_RIGHT for // that eye. glDrawBuffer( GL_BACK_LEFT ); // create the stereoRenderImage if we haven't already static idImage* stereoRenderImages[2]; for( int i = 0; i < 2; i++ ) { if( stereoRenderImages[i] == NULL ) { stereoRenderImages[i] = globalImages->ImageFromFunction( va( "_stereoRender%i", i ), R_MakeStereoRenderImage ); } // resize the stereo render image if the main window has changed size if( stereoRenderImages[i]->GetUploadWidth() != renderSystem->GetWidth() || stereoRenderImages[i]->GetUploadHeight() != renderSystem->GetHeight() ) { stereoRenderImages[i]->Resize( renderSystem->GetWidth(), renderSystem->GetHeight() ); } } // In stereoRender mode, the front end has generated two RC_DRAW_VIEW commands // with slightly different origins for each eye. // TODO: only do the copy after the final view has been rendered, not mirror subviews? // Render the 3D draw views from the screen origin so all the screen relative // texture mapping works properly, then copy the portion we are going to use // off to a texture. bool foundEye[2] = { false, false }; for( int stereoEye = 1; stereoEye >= -1; stereoEye -= 2 ) { // set up the target texture we will draw to const int targetEye = ( stereoEye == 1 ) ? 1 : 0; // Set the back end into a known default state to fix any stale render state issues GL_SetDefaultState(); renderProgManager.Unbind(); renderProgManager.ZeroUniforms(); for( const emptyCommand_t* cmds = allCmds; cmds != NULL; cmds = ( const emptyCommand_t* )cmds->next ) { switch( cmds->commandId ) { case RC_NOP: break; case RC_DRAW_VIEW_GUI: case RC_DRAW_VIEW_3D: { const drawSurfsCommand_t* const dsc = ( const drawSurfsCommand_t* )cmds; const viewDef_t& eyeViewDef = *dsc->viewDef; if( eyeViewDef.renderView.viewEyeBuffer && eyeViewDef.renderView.viewEyeBuffer != stereoEye ) { // this is the render view for the other eye continue; } foundEye[ targetEye ] = true; RB_DrawView( dsc, stereoEye ); if( cmds->commandId == RC_DRAW_VIEW_GUI ) { } } break; case RC_SET_BUFFER: RB_SetBuffer( cmds ); break; case RC_COPY_RENDER: RB_CopyRender( cmds ); break; case RC_POST_PROCESS: { postProcessCommand_t* cmd = ( postProcessCommand_t* )cmds; if( cmd->viewDef->renderView.viewEyeBuffer != stereoEye ) { break; } RB_PostProcess( cmds ); } break; default: common->Error( "RB_ExecuteBackEndCommands: bad commandId" ); break; } } // copy to the target stereoRenderImages[ targetEye ]->CopyFramebuffer( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() ); } // perform the final compositing / warping / deghosting to the actual framebuffer(s) assert( foundEye[0] && foundEye[1] ); GL_SetDefaultState(); RB_SetMVP( renderMatrix_identity ); // If we are in quad-buffer pixel format but testing another 3D mode, // make sure we draw to both eyes. This is likely to be sub-optimal // performance on most cards and drivers, but it is better than getting // a confusing, half-ghosted view. if( renderSystem->GetStereo3DMode() != STEREO3D_QUAD_BUFFER ) { glDrawBuffer( GL_BACK ); } GL_State( GLS_DEPTHFUNC_ALWAYS ); GL_Cull( CT_TWO_SIDED ); // We just want to do a quad pass - so make sure we disable any texgen and // set the texture matrix to the identity so we don't get anomalies from // any stale uniform data being present from a previous draw call const float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; const float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f }; renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS ); renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT ); // disable any texgen const float texGenEnabled[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled ); renderProgManager.BindShader_Texture(); GL_Color( 1, 1, 1, 1 ); switch( renderSystem->GetStereo3DMode() ) { case STEREO3D_QUAD_BUFFER: glDrawBuffer( GL_BACK_RIGHT ); GL_SelectTexture( 0 ); stereoRenderImages[1]->Bind(); GL_SelectTexture( 1 ); stereoRenderImages[0]->Bind(); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); glDrawBuffer( GL_BACK_LEFT ); GL_SelectTexture( 1 ); stereoRenderImages[1]->Bind(); GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); break; case STEREO3D_HDMI_720: // HDMI 720P 3D GL_SelectTexture( 0 ); stereoRenderImages[1]->Bind(); GL_SelectTexture( 1 ); stereoRenderImages[0]->Bind(); GL_ViewportAndScissor( 0, 0, 1280, 720 ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); GL_SelectTexture( 1 ); stereoRenderImages[1]->Bind(); GL_ViewportAndScissor( 0, 750, 1280, 720 ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); // force the HDMI 720P 3D guard band to a constant color glScissor( 0, 720, 1280, 30 ); glClear( GL_COLOR_BUFFER_BIT ); break; default: case STEREO3D_SIDE_BY_SIDE: if( stereoRender_warp.GetBool() ) { // this is the Rift warp // renderSystem->GetWidth() / GetHeight() have returned equal values (640 for initial Rift) // and we are going to warp them onto a symetric square region of each half of the screen renderProgManager.BindShader_StereoWarp(); // clear the entire screen to black // we could be smart and only clear the areas we aren't going to draw on, but // clears are fast... glScissor( 0, 0, glConfig.nativeScreenWidth, glConfig.nativeScreenHeight ); glClearColor( 0, 0, 0, 0 ); glClear( GL_COLOR_BUFFER_BIT ); // the size of the box that will get the warped pixels // With the 7" displays, this will be less than half the screen width const int pixelDimensions = ( glConfig.nativeScreenWidth >> 1 ) * stereoRender_warpTargetFraction.GetFloat(); // Always scissor to the half-screen boundary, but the viewports // might cross that boundary if the lenses can be adjusted closer // together. glViewport( ( glConfig.nativeScreenWidth >> 1 ) - pixelDimensions, ( glConfig.nativeScreenHeight >> 1 ) - ( pixelDimensions >> 1 ), pixelDimensions, pixelDimensions ); glScissor( 0, 0, glConfig.nativeScreenWidth >> 1, glConfig.nativeScreenHeight ); idVec4 color( stereoRender_warpCenterX.GetFloat(), stereoRender_warpCenterY.GetFloat(), stereoRender_warpParmZ.GetFloat(), stereoRender_warpParmW.GetFloat() ); // don't use GL_Color(), because we don't want to clamp renderProgManager.SetRenderParm( RENDERPARM_COLOR, color.ToFloatPtr() ); GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); idVec4 color2( stereoRender_warpCenterX.GetFloat(), stereoRender_warpCenterY.GetFloat(), stereoRender_warpParmZ.GetFloat(), stereoRender_warpParmW.GetFloat() ); // don't use GL_Color(), because we don't want to clamp renderProgManager.SetRenderParm( RENDERPARM_COLOR, color2.ToFloatPtr() ); glViewport( ( glConfig.nativeScreenWidth >> 1 ), ( glConfig.nativeScreenHeight >> 1 ) - ( pixelDimensions >> 1 ), pixelDimensions, pixelDimensions ); glScissor( glConfig.nativeScreenWidth >> 1, 0, glConfig.nativeScreenWidth >> 1, glConfig.nativeScreenHeight ); GL_SelectTexture( 0 ); stereoRenderImages[1]->Bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); break; } // a non-warped side-by-side-uncompressed (dual input cable) is rendered // just like STEREO3D_SIDE_BY_SIDE_COMPRESSED, so fall through. case STEREO3D_SIDE_BY_SIDE_COMPRESSED: GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); GL_SelectTexture( 1 ); stereoRenderImages[1]->Bind(); GL_ViewportAndScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); GL_SelectTexture( 0 ); stereoRenderImages[1]->Bind(); GL_SelectTexture( 1 ); stereoRenderImages[0]->Bind(); GL_ViewportAndScissor( renderSystem->GetWidth(), 0, renderSystem->GetWidth(), renderSystem->GetHeight() ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); break; case STEREO3D_TOP_AND_BOTTOM_COMPRESSED: GL_SelectTexture( 1 ); stereoRenderImages[0]->Bind(); GL_SelectTexture( 0 ); stereoRenderImages[1]->Bind(); GL_ViewportAndScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); GL_SelectTexture( 1 ); stereoRenderImages[1]->Bind(); GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); GL_ViewportAndScissor( 0, renderSystem->GetHeight(), renderSystem->GetWidth(), renderSystem->GetHeight() ); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); break; case STEREO3D_INTERLACED: // every other scanline GL_SelectTexture( 0 ); stereoRenderImages[0]->Bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); GL_SelectTexture( 1 ); stereoRenderImages[1]->Bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); GL_ViewportAndScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() * 2 ); renderProgManager.BindShader_StereoInterlace(); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); GL_SelectTexture( 0 ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); GL_SelectTexture( 1 ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); break; } // debug tool RB_DrawFlickerBox(); // make sure the drawing is actually started glFlush(); // we may choose to sync to the swapbuffers before the next frame // stop rendering on this thread uint64 backEndFinishTime = Sys_Microseconds(); backEnd.pc.totalMicroSec = backEndFinishTime - backEndStartTime; } /* ==================== RB_ExecuteBackEndCommands This function will be called syncronously if running without smp extensions, or asyncronously by another thread. ==================== */ void RB_ExecuteBackEndCommands( const emptyCommand_t* cmds ) { // r_debugRenderToTexture int c_draw3d = 0; int c_draw2d = 0; int c_setBuffers = 0; int c_copyRenders = 0; resolutionScale.SetCurrentGPUFrameTime( commonLocal.GetRendererGPUMicroseconds() ); renderLog.StartFrame(); if( cmds->commandId == RC_NOP && !cmds->next ) { return; } if( renderSystem->GetStereo3DMode() != STEREO3D_OFF ) { RB_StereoRenderExecuteBackEndCommands( cmds ); renderLog.EndFrame(); return; } uint64 backEndStartTime = Sys_Microseconds(); // needed for editor rendering GL_SetDefaultState(); // If we have a stereo pixel format, this will draw to both // the back left and back right buffers, which will have a // performance penalty. glDrawBuffer( GL_BACK ); for( ; cmds != NULL; cmds = ( const emptyCommand_t* )cmds->next ) { switch( cmds->commandId ) { case RC_NOP: break; case RC_DRAW_VIEW_3D: case RC_DRAW_VIEW_GUI: RB_DrawView( cmds, 0 ); if( ( ( const drawSurfsCommand_t* )cmds )->viewDef->viewEntitys ) { c_draw3d++; } else { c_draw2d++; } break; case RC_SET_BUFFER: c_setBuffers++; break; case RC_COPY_RENDER: RB_CopyRender( cmds ); c_copyRenders++; break; case RC_POST_PROCESS: RB_PostProcess( cmds ); break; default: common->Error( "RB_ExecuteBackEndCommands: bad commandId" ); break; } } RB_DrawFlickerBox(); // Fix for the steam overlay not showing up while in game without Shell/Debug/Console/Menu also rendering glColorMask( 1, 1, 1, 1 ); glFlush(); // stop rendering on this thread uint64 backEndFinishTime = Sys_Microseconds(); backEnd.pc.totalMicroSec = backEndFinishTime - backEndStartTime; if( r_debugRenderToTexture.GetInteger() == 1 ) { common->Printf( "3d: %i, 2d: %i, SetBuf: %i, CpyRenders: %i, CpyFrameBuf: %i\n", c_draw3d, c_draw2d, c_setBuffers, c_copyRenders, backEnd.pc.c_copyFrameBuffer ); backEnd.pc.c_copyFrameBuffer = 0; } renderLog.EndFrame(); }