Make software overbright optional (cvar r_softOverbright) and reduce the number of FBOs and FBO blits when able.

This commit is contained in:
James Canete 2012-11-20 03:34:16 +00:00
parent 1f8db4c14a
commit 467619c034
8 changed files with 166 additions and 201 deletions

View file

@ -485,7 +485,7 @@ void RB_BeginDrawingView (void) {
// drawing more world check is in case of double renders, such as skyportals
if (backEnd.viewParms.targetFbo == NULL)
{
if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
{
FBO_Bind(tr.screenScratchFbo);
}
@ -959,7 +959,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
// FIXME: HUGE hack
if (glRefConfig.framebufferObject)
{
if (backEnd.framePostProcessed)
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
}
@ -1108,7 +1108,7 @@ const void *RB_StretchPic ( const void *data ) {
// FIXME: HUGE hack
if (glRefConfig.framebufferObject)
{
if (backEnd.framePostProcessed)
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
}
@ -1223,58 +1223,22 @@ const void *RB_DrawSurfs( const void *data ) {
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
backEnd.depthFill = qfalse;
// If we're using multisampling, resolve the depth first
if (tr.msaaResolveFbo)
{
// If we're using multisampling, resolve the depth first
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
else if (tr.renderFbo == NULL)
{
// If we're rendering directly to the screen, copy the depth to a texture
GL_BindToTMU(tr.renderDepthImage, 0);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
}
if (r_ssao->integer)
{
vec2_t srcTexScale;
vec4_t color;
vec4_t quadVerts[4];
vec2_t texCoords[4];
vec2_t invTexRes;
matrix_t idmatrix;
srcTexScale[0] = srcTexScale[1] = 1.0f;
color[0] = color[1] = color[2] = color[3] = 1.0f;
FBO_Bind(tr.hdrDepthFbo);
qglViewport(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
qglScissor(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
Matrix16Identity(idmatrix);
VectorSet4(quadVerts[0], -1, 1, 0, 1);
VectorSet4(quadVerts[1], 1, 1, 0, 1);
VectorSet4(quadVerts[2], 1, -1, 0, 1);
VectorSet4(quadVerts[3], -1, -1, 0, 1);
texCoords[0][0] = 0; texCoords[0][1] = 1;
texCoords[1][0] = 1; texCoords[1][1] = 1;
texCoords[2][0] = 1; texCoords[2][1] = 0;
texCoords[3][0] = 0; texCoords[3][1] = 0;
invTexRes[0] = 0.0f;
invTexRes[1] = 0.0f;
GL_State( GLS_DEPTHTEST_DISABLE );
GLSL_BindProgram(&tr.textureColorShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, idmatrix);
GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
{
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
}
if (backEnd.viewParms.flags & VPF_USESUNLIGHT)
@ -1584,7 +1548,7 @@ const void *RB_ClearDepth(const void *data)
if (glRefConfig.framebufferObject)
{
if (backEnd.framePostProcessed)
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
}
@ -1599,7 +1563,7 @@ const void *RB_ClearDepth(const void *data)
// if we're doing MSAA, clear the depth texture for the resolve buffer
if (tr.msaaResolveFbo)
{
FBO_Bind(tr.screenScratchFbo);
FBO_Bind(tr.msaaResolveFbo);
qglClear(GL_DEPTH_BUFFER_BIT);
}
@ -1648,47 +1612,38 @@ const void *RB_SwapBuffers( const void *data ) {
if (glRefConfig.framebufferObject)
{
// copy final image to screen
vec4_t color;
if (backEnd.framePostProcessed)
if (!backEnd.framePostProcessed)
{
// frame was postprocessed into screen fbo, copy from there
}
else if (!glRefConfig.framebuffer_srgb)
{
// Copy render to screenscratch, possibly resolving MSAA
FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
FBO_t *srcFbo = tr.renderFbo;
if (tr.msaaResolveFbo)
if (tr.msaaResolveFbo && r_hdr->integer)
{
// Resolve the MSAA before copying
FBO_FastBlit(srcFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
srcFbo = tr.msaaResolveFbo;
// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else if (tr.renderFbo)
{
FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// need to copy from resolve to screenscratch to fix gamma
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
}
color[0] =
color[1] =
color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
color[3] = 1.0f;
// turn off colormask when copying final image
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
if (tr.screenScratchFbo)
{
vec4_t color;
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
color[0] =
color[1] =
color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
color[3] = 1.0f;
// turn off colormask when copying final image
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
}
}
if ( !glState.finishCalled ) {
@ -1750,11 +1705,9 @@ const void *RB_PostProcess(const void *data)
FBO_t *srcFbo;
qboolean autoExposure;
if (!glRefConfig.framebufferObject)
if (!glRefConfig.framebufferObject || !r_postProcess->integer)
{
// do nothing
backEnd.framePostProcessed = qtrue;
return (const void *)(cmd + 1);
}
@ -1766,36 +1719,37 @@ const void *RB_PostProcess(const void *data)
srcFbo = tr.msaaResolveFbo;
}
if (r_postProcess->integer && r_ssao->integer)
if (r_ssao->integer)
{
vec4i_t dstBox;
VectorSet4(dstBox, 0, 0, srcFbo->width, srcFbo->height);
FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}
if (r_postProcess->integer && (r_toneMap->integer || r_forceToneMap->integer))
if (srcFbo)
{
autoExposure = r_autoExposure->integer || r_forceAutoExposure;
RB_ToneMap(srcFbo, autoExposure);
}
else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
{
FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
vec4_t color;
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
{
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
RB_ToneMap(srcFbo, autoExposure);
}
else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
{
FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
vec4_t color;
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
}
}
#ifdef REACTION
if (r_postProcess->integer && glRefConfig.framebufferObject)
if (1)
{
RB_GodRays();
@ -1820,16 +1774,16 @@ const void *RB_PostProcess(const void *data)
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 512, tr.screenScratchFbo->height - 256, 256, 256);
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
}
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
}