mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
630 lines
21 KiB
C++
630 lines
21 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../tr_local.h"
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#include "../../framework/Common_local.h"
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idCVar r_drawFlickerBox( "r_drawFlickerBox", "0", CVAR_RENDERER | CVAR_BOOL, "visual test for dropping frames" );
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idCVar stereoRender_warp( "stereoRender_warp", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use the optical warping renderprog instead of stereoDeGhost" );
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idCVar stereoRender_warpStrength( "stereoRender_warpStrength", "1.45", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "amount of pre-distortion" );
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idCVar stereoRender_warpCenterX( "stereoRender_warpCenterX", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for left eye, right eye will be 1.0 - this" );
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idCVar stereoRender_warpCenterY( "stereoRender_warpCenterY", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for both eyes" );
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idCVar stereoRender_warpParmZ( "stereoRender_warpParmZ", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "development parm" );
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idCVar stereoRender_warpParmW( "stereoRender_warpParmW", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "development parm" );
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idCVar stereoRender_warpTargetFraction( "stereoRender_warpTargetFraction", "1.0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "fraction of half-width the through-lens view covers" );
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idCVar r_showSwapBuffers( "r_showSwapBuffers", "0", CVAR_BOOL, "Show timings from GL_BlockingSwapBuffers" );
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idCVar r_syncEveryFrame( "r_syncEveryFrame", "1", CVAR_BOOL, "Don't let the GPU buffer execution past swapbuffers" );
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static int swapIndex; // 0 or 1 into renderSync
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static GLsync renderSync[2];
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void GLimp_SwapBuffers();
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void RB_SetMVP( const idRenderMatrix& mvp );
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/*
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============================================================================
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RENDER BACK END THREAD FUNCTIONS
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============================================================================
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*/
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/*
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=============
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RB_DrawFlickerBox
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=============
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*/
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static void RB_DrawFlickerBox()
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{
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if( !r_drawFlickerBox.GetBool() )
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{
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return;
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}
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if( tr.frameCount & 1 )
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{
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glClearColor( 1, 0, 0, 1 );
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}
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else
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{
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glClearColor( 0, 1, 0, 1 );
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}
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glScissor( 0, 0, 256, 256 );
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glClear( GL_COLOR_BUFFER_BIT );
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}
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/*
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=============
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RB_SetBuffer
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=============
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*/
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static void RB_SetBuffer( const void* data )
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{
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// see which draw buffer we want to render the frame to
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const setBufferCommand_t* cmd = ( const setBufferCommand_t* )data;
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RENDERLOG_PRINTF( "---------- RB_SetBuffer ---------- to buffer # %d\n", cmd->buffer );
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GL_Scissor( 0, 0, tr.GetWidth(), tr.GetHeight() );
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// clear screen for debugging
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// automatically enable this with several other debug tools
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// that might leave unrendered portions of the screen
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if( r_clear.GetFloat() || idStr::Length( r_clear.GetString() ) != 1 || r_singleArea.GetBool() || r_showOverDraw.GetBool() )
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{
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float c[3];
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if( sscanf( r_clear.GetString(), "%f %f %f", &c[0], &c[1], &c[2] ) == 3 )
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{
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GL_Clear( true, false, false, 0, c[0], c[1], c[2], 1.0f );
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}
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else if( r_clear.GetInteger() == 2 )
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{
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GL_Clear( true, false, false, 0, 0.0f, 0.0f, 0.0f, 1.0f );
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}
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else if( r_showOverDraw.GetBool() )
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{
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GL_Clear( true, false, false, 0, 1.0f, 1.0f, 1.0f, 1.0f );
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}
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else
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{
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GL_Clear( true, false, false, 0, 0.4f, 0.0f, 0.25f, 1.0f );
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}
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}
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}
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/*
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=============
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GL_BlockingSwapBuffers
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We want to exit this with the GPU idle, right at vsync
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=============
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*/
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const void GL_BlockingSwapBuffers()
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{
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RENDERLOG_PRINTF( "***************** GL_BlockingSwapBuffers *****************\n\n\n" );
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const int beforeFinish = Sys_Milliseconds();
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if( !glConfig.syncAvailable )
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{
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glFinish();
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}
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const int beforeSwap = Sys_Milliseconds();
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if( r_showSwapBuffers.GetBool() && beforeSwap - beforeFinish > 1 )
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{
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common->Printf( "%i msec to glFinish\n", beforeSwap - beforeFinish );
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}
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GLimp_SwapBuffers();
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const int beforeFence = Sys_Milliseconds();
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if( r_showSwapBuffers.GetBool() && beforeFence - beforeSwap > 1 )
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{
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common->Printf( "%i msec to swapBuffers\n", beforeFence - beforeSwap );
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}
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if( glConfig.syncAvailable )
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{
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swapIndex ^= 1;
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if( glIsSync( renderSync[swapIndex] ) )
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{
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glDeleteSync( renderSync[swapIndex] );
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}
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// draw something tiny to ensure the sync is after the swap
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const int start = Sys_Milliseconds();
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glScissor( 0, 0, 1, 1 );
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glEnable( GL_SCISSOR_TEST );
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glClear( GL_COLOR_BUFFER_BIT );
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renderSync[swapIndex] = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
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const int end = Sys_Milliseconds();
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if( r_showSwapBuffers.GetBool() && end - start > 1 )
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{
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common->Printf( "%i msec to start fence\n", end - start );
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}
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GLsync syncToWaitOn;
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if( r_syncEveryFrame.GetBool() )
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{
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syncToWaitOn = renderSync[swapIndex];
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}
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else
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{
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syncToWaitOn = renderSync[!swapIndex];
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}
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if( glIsSync( syncToWaitOn ) )
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{
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for( GLenum r = GL_TIMEOUT_EXPIRED; r == GL_TIMEOUT_EXPIRED; )
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{
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r = glClientWaitSync( syncToWaitOn, GL_SYNC_FLUSH_COMMANDS_BIT, 1000 * 1000 );
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}
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}
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}
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const int afterFence = Sys_Milliseconds();
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if( r_showSwapBuffers.GetBool() && afterFence - beforeFence > 1 )
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{
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common->Printf( "%i msec to wait on fence\n", afterFence - beforeFence );
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}
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const int64 exitBlockTime = Sys_Microseconds();
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static int64 prevBlockTime;
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if( r_showSwapBuffers.GetBool() && prevBlockTime )
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{
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const int delta = ( int )( exitBlockTime - prevBlockTime );
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common->Printf( "blockToBlock: %i\n", delta );
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}
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prevBlockTime = exitBlockTime;
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}
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/*
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====================
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R_MakeStereoRenderImage
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====================
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*/
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static void R_MakeStereoRenderImage( idImage* image )
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{
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idImageOpts opts;
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opts.width = renderSystem->GetWidth();
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opts.height = renderSystem->GetHeight();
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opts.numLevels = 1;
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opts.format = FMT_RGBA8;
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image->AllocImage( opts, TF_LINEAR, TR_CLAMP );
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}
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/*
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====================
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RB_StereoRenderExecuteBackEndCommands
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Renders the draw list twice, with slight modifications for left eye / right eye
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====================
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*/
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void RB_StereoRenderExecuteBackEndCommands( const emptyCommand_t* const allCmds )
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{
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uint64 backEndStartTime = Sys_Microseconds();
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// If we are in a monoscopic context, this draws to the only buffer, and is
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// the same as GL_BACK. In a quad-buffer stereo context, this is necessary
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// to prevent GL from forcing the rendering to go to both BACK_LEFT and
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// BACK_RIGHT at a performance penalty.
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// To allow stereo deghost processing, the views have to be copied to separate
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// textures anyway, so there isn't any benefit to rendering to BACK_RIGHT for
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// that eye.
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glDrawBuffer( GL_BACK_LEFT );
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// create the stereoRenderImage if we haven't already
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static idImage* stereoRenderImages[2];
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for( int i = 0; i < 2; i++ )
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{
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if( stereoRenderImages[i] == NULL )
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{
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stereoRenderImages[i] = globalImages->ImageFromFunction( va( "_stereoRender%i", i ), R_MakeStereoRenderImage );
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}
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// resize the stereo render image if the main window has changed size
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if( stereoRenderImages[i]->GetUploadWidth() != renderSystem->GetWidth() ||
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stereoRenderImages[i]->GetUploadHeight() != renderSystem->GetHeight() )
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{
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stereoRenderImages[i]->Resize( renderSystem->GetWidth(), renderSystem->GetHeight() );
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}
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}
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// In stereoRender mode, the front end has generated two RC_DRAW_VIEW commands
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// with slightly different origins for each eye.
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// TODO: only do the copy after the final view has been rendered, not mirror subviews?
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// Render the 3D draw views from the screen origin so all the screen relative
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// texture mapping works properly, then copy the portion we are going to use
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// off to a texture.
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bool foundEye[2] = { false, false };
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for( int stereoEye = 1; stereoEye >= -1; stereoEye -= 2 )
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{
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// set up the target texture we will draw to
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const int targetEye = ( stereoEye == 1 ) ? 1 : 0;
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// Set the back end into a known default state to fix any stale render state issues
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GL_SetDefaultState();
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renderProgManager.Unbind();
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renderProgManager.ZeroUniforms();
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for( const emptyCommand_t* cmds = allCmds; cmds != NULL; cmds = ( const emptyCommand_t* )cmds->next )
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{
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switch( cmds->commandId )
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{
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case RC_NOP:
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break;
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case RC_DRAW_VIEW_GUI:
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case RC_DRAW_VIEW_3D:
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{
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const drawSurfsCommand_t* const dsc = ( const drawSurfsCommand_t* )cmds;
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const viewDef_t& eyeViewDef = *dsc->viewDef;
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if( eyeViewDef.renderView.viewEyeBuffer && eyeViewDef.renderView.viewEyeBuffer != stereoEye )
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{
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// this is the render view for the other eye
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continue;
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}
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foundEye[ targetEye ] = true;
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RB_DrawView( dsc, stereoEye );
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if( cmds->commandId == RC_DRAW_VIEW_GUI )
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{
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}
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}
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break;
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case RC_SET_BUFFER:
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RB_SetBuffer( cmds );
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break;
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case RC_COPY_RENDER:
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RB_CopyRender( cmds );
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break;
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case RC_POST_PROCESS:
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{
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postProcessCommand_t* cmd = ( postProcessCommand_t* )cmds;
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if( cmd->viewDef->renderView.viewEyeBuffer != stereoEye )
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{
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break;
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}
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RB_PostProcess( cmds );
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}
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break;
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default:
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common->Error( "RB_ExecuteBackEndCommands: bad commandId" );
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break;
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}
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}
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// copy to the target
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stereoRenderImages[ targetEye ]->CopyFramebuffer( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() );
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}
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// perform the final compositing / warping / deghosting to the actual framebuffer(s)
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assert( foundEye[0] && foundEye[1] );
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GL_SetDefaultState();
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RB_SetMVP( renderMatrix_identity );
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// If we are in quad-buffer pixel format but testing another 3D mode,
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// make sure we draw to both eyes. This is likely to be sub-optimal
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// performance on most cards and drivers, but it is better than getting
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// a confusing, half-ghosted view.
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if( renderSystem->GetStereo3DMode() != STEREO3D_QUAD_BUFFER )
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{
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glDrawBuffer( GL_BACK );
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}
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GL_State( GLS_DEPTHFUNC_ALWAYS );
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GL_Cull( CT_TWO_SIDED );
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// We just want to do a quad pass - so make sure we disable any texgen and
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// set the texture matrix to the identity so we don't get anomalies from
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// any stale uniform data being present from a previous draw call
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const float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
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const float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS );
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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT );
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// disable any texgen
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const float texGenEnabled[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
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renderProgManager.BindShader_Texture();
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GL_Color( 1, 1, 1, 1 );
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switch( renderSystem->GetStereo3DMode() )
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{
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case STEREO3D_QUAD_BUFFER:
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glDrawBuffer( GL_BACK_RIGHT );
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GL_SelectTexture( 0 );
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stereoRenderImages[1]->Bind();
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GL_SelectTexture( 1 );
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stereoRenderImages[0]->Bind();
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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glDrawBuffer( GL_BACK_LEFT );
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GL_SelectTexture( 1 );
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stereoRenderImages[1]->Bind();
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GL_SelectTexture( 0 );
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stereoRenderImages[0]->Bind();
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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break;
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case STEREO3D_HDMI_720:
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// HDMI 720P 3D
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GL_SelectTexture( 0 );
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stereoRenderImages[1]->Bind();
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GL_SelectTexture( 1 );
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stereoRenderImages[0]->Bind();
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GL_ViewportAndScissor( 0, 0, 1280, 720 );
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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GL_SelectTexture( 0 );
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stereoRenderImages[0]->Bind();
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GL_SelectTexture( 1 );
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stereoRenderImages[1]->Bind();
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GL_ViewportAndScissor( 0, 750, 1280, 720 );
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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// force the HDMI 720P 3D guard band to a constant color
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glScissor( 0, 720, 1280, 30 );
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glClear( GL_COLOR_BUFFER_BIT );
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break;
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default:
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case STEREO3D_SIDE_BY_SIDE:
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if( stereoRender_warp.GetBool() )
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{
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// this is the Rift warp
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// renderSystem->GetWidth() / GetHeight() have returned equal values (640 for initial Rift)
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// and we are going to warp them onto a symetric square region of each half of the screen
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renderProgManager.BindShader_StereoWarp();
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// clear the entire screen to black
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// we could be smart and only clear the areas we aren't going to draw on, but
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// clears are fast...
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glScissor( 0, 0, glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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glClearColor( 0, 0, 0, 0 );
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glClear( GL_COLOR_BUFFER_BIT );
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// the size of the box that will get the warped pixels
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// With the 7" displays, this will be less than half the screen width
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const int pixelDimensions = ( glConfig.nativeScreenWidth >> 1 ) * stereoRender_warpTargetFraction.GetFloat();
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// Always scissor to the half-screen boundary, but the viewports
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// might cross that boundary if the lenses can be adjusted closer
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// together.
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glViewport( ( glConfig.nativeScreenWidth >> 1 ) - pixelDimensions,
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( glConfig.nativeScreenHeight >> 1 ) - ( pixelDimensions >> 1 ),
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pixelDimensions, pixelDimensions );
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glScissor( 0, 0, glConfig.nativeScreenWidth >> 1, glConfig.nativeScreenHeight );
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idVec4 color( stereoRender_warpCenterX.GetFloat(), stereoRender_warpCenterY.GetFloat(), stereoRender_warpParmZ.GetFloat(), stereoRender_warpParmW.GetFloat() );
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// don't use GL_Color(), because we don't want to clamp
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renderProgManager.SetRenderParm( RENDERPARM_COLOR, color.ToFloatPtr() );
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GL_SelectTexture( 0 );
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stereoRenderImages[0]->Bind();
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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idVec4 color2( stereoRender_warpCenterX.GetFloat(), stereoRender_warpCenterY.GetFloat(), stereoRender_warpParmZ.GetFloat(), stereoRender_warpParmW.GetFloat() );
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// don't use GL_Color(), because we don't want to clamp
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renderProgManager.SetRenderParm( RENDERPARM_COLOR, color2.ToFloatPtr() );
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glViewport( ( glConfig.nativeScreenWidth >> 1 ),
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( glConfig.nativeScreenHeight >> 1 ) - ( pixelDimensions >> 1 ),
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pixelDimensions, pixelDimensions );
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glScissor( glConfig.nativeScreenWidth >> 1, 0, glConfig.nativeScreenWidth >> 1, glConfig.nativeScreenHeight );
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GL_SelectTexture( 0 );
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stereoRenderImages[1]->Bind();
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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break;
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}
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// 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();
|
|
}
|