raze/source/common/rendering/gles/gles_renderbuffers.cpp

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/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "gles_system.h"
#include "v_video.h"
#include "printf.h"
#include "hw_cvars.h"
#include "gles_renderer.h"
#include "gles_renderbuffers.h"
#include "gles_postprocessstate.h"
#include "gles_shaderprogram.h"
#include "gles_buffers.h"
2021-10-30 08:51:03 +00:00
#include <random>
EXTERN_CVAR(Int, gl_debug_level)
namespace OpenGLESRenderer
{
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
//
//==========================================================================
FGLRenderBuffers::FGLRenderBuffers()
{
}
//==========================================================================
//
// Free render buffer resources
//
//==========================================================================
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
DeleteTexture(mDitherTexture);
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteRenderBuffer(mSceneDepthStencilBuf);
DeleteRenderBuffer(mSceneStencilBuf);
}
void FGLRenderBuffers::DeleteTexture(PPGLTexture& tex)
{
if (tex.handle != 0)
glDeleteTextures(1, &tex.handle);
tex.handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer& buf)
{
if (buf.handle != 0)
glDeleteRenderbuffers(1, &buf.handle);
buf.handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer& fb)
{
if (fb.handle != 0)
glDeleteFramebuffers(1, &fb.handle);
fb.handle = 0;
}
//==========================================================================
//
// Makes sure all render buffers have sizes suitable for rending at the
// specified resolution
//
//==========================================================================
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
GLint activeTex;
GLint textureBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
if (width != mWidth || height != mHeight )
CreateScene(width, height);
mWidth = width;
mHeight = height;
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (FailedCreate)
{
ClearScene();
mWidth = 0;
mHeight = 0;
mSceneWidth = 0;
mSceneHeight = 0;
I_FatalError("Unable to create render buffers.");
}
}
//==========================================================================
//
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height)
{
ClearScene();
if(gles.depthStencilAvailable)
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
else
{
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH_COMPONENT16, width, height);
mSceneStencilBuf = CreateRenderBuffer("SceneStencil", GL_STENCIL_INDEX8, width, height);
}
mSceneFB= CreateFrameBuffer("SceneFB", mSceneTex, mSceneDepthStencilBuf, mSceneStencilBuf);
}
//==========================================================================
//
// Creates the buffers needed for post processing steps
//
//==========================================================================
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
mSceneTex = Create2DTexture("PipelineTexture", GL_RGBA, width, height);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
PPGLTexture FGLRenderBuffers::Create2DTexture(const char* name, GLuint format, int width, int height, const void* data)
{
PPGLTexture tex;
tex.Width = width;
tex.Height = height;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D, tex.handle);
GLenum dataformat = 0, datatype = 0;
/*
switch (format)
{
case GL_RGBA: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX8_OES; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8_OES: dataformat = GL_DEPTH_STENCIL_OES; datatype = GL_UNSIGNED_INT_24_8; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
*/
format = GL_RGBA;
dataformat = GL_RGBA;
datatype = GL_UNSIGNED_BYTE;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return tex;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char* name, GLuint format, int width, int height)
{
PPGLRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return buf;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil, PPGLRenderBuffer stencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil, PPGLRenderBuffer stencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char* name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, PPGLRenderBuffer stencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gles.depthStencilAvailable ? depthstencil.handle : stencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
//==========================================================================
//
// Verifies that the frame buffer setup is valid
//
//==========================================================================
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return true;
bool FailedCreate = true;
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); 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_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
}
Printf("%s\n", error.GetChars());
return false;
}
//==========================================================================
//
// Clear frame buffer to make sure it never contains uninitialized data
//
//==========================================================================
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
{
GLboolean scissorEnabled;
GLint stencilValue;
GLfloat depthValue;
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthValue);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepthf(0.0f);
glClearStencil(0);
GLenum flags = GL_COLOR_BUFFER_BIT;
if (stencil)
flags |= GL_STENCIL_BUFFER_BIT;
if (depth)
flags |= GL_DEPTH_BUFFER_BIT;
glClear(flags);
glClearStencil(stencilValue);
glClearDepthf(depthValue);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
}
void FGLRenderBuffers::BindDitherTexture(int texunit)
{
if (!mDitherTexture)
{
static const float data[64] =
{
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
};
glActiveTexture(GL_TEXTURE0 + texunit);
mDitherTexture = Create2DTexture("DitherTexture", GL_RGBA, 8, 8, data);
}
mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
}
//==========================================================================
//
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
//
//==========================================================================
void FGLRenderBuffers::BindSceneFB(bool sceneData)
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB.handle);
}
//==========================================================================
//
// Binds the current scene/effect/hud texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
{
mSceneTex.Bind(index, filter, wrap);
}
//==========================================================================
//
// Makes the frame buffer for the current texture active
//
//==========================================================================
void FGLRenderBuffers::BindCurrentFB()
{
#ifndef NO_RENDER_BUFFER
mSceneFB.Bind();
#endif
}
//==========================================================================
//
// Makes the screen frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindOutputFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used
//
//==========================================================================
bool FGLRenderBuffers::FailedCreate = false;
} // namespace OpenGLRenderer