raze/source/common/rendering/polyrenderer/backend/poly_framebuffer.cpp
Christoph Oelckers b7c7328cdd - backend update fromGZDoom.
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00

503 lines
14 KiB
C++

/*
** Softpoly backend
** 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 "v_video.h"
#include "m_png.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "v_text.h"
#include "i_video.h"
#include "v_draw.h"
#include "hw_clock.h"
#include "hw_vrmodes.h"
#include "hw_cvars.h"
#include "hw_skydome.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hw_lightbuffer.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "poly_framebuffer.h"
#include "poly_buffers.h"
#include "poly_renderstate.h"
#include "poly_hwtexture.h"
#include "engineerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
extern int rendered_commandbuffers;
extern int current_rendered_commandbuffers;
extern bool gpuStatActive;
extern bool keepGpuStatActive;
extern FString gpuStatOutput;
PolyFrameBuffer::PolyFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen)
{
I_PolyPresentInit();
}
PolyFrameBuffer::~PolyFrameBuffer()
{
// screen is already null at this point, but PolyHardwareTexture::ResetAll needs it during clean up. Is there a better way we can do this?
auto tmp = screen;
screen = this;
PolyHardwareTexture::ResetAll();
PolyBuffer::ResetAll();
PPResource::ResetAll();
delete mScreenQuad.VertexBuffer;
delete mScreenQuad.IndexBuffer;
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
mShadowMap.Reset();
screen = tmp;
I_PolyPresentDeinit();
}
void PolyFrameBuffer::InitializeState()
{
vendorstring = "Poly";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = 1;
maxuniformblock = 0x7fffffff;
mRenderState.reset(new PolyRenderState());
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new HWViewpointBuffer;
mLights = new FLightBuffer();
static const FVertexBufferAttribute format[] =
{
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(ScreenQuadVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(ScreenQuadVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(ScreenQuadVertex, color0) }
};
uint32_t indices[6] = { 0, 1, 2, 1, 3, 2 };
mScreenQuad.VertexBuffer = screen->CreateVertexBuffer();
mScreenQuad.VertexBuffer->SetFormat(1, 3, sizeof(ScreenQuadVertex), format);
mScreenQuad.IndexBuffer = screen->CreateIndexBuffer();
mScreenQuad.IndexBuffer->SetData(6 * sizeof(uint32_t), indices, BufferUsageType::Stream);
CheckCanvas();
}
void PolyFrameBuffer::CheckCanvas()
{
if (!mCanvas || mCanvas->GetWidth() != GetWidth() || mCanvas->GetHeight() != GetHeight())
{
FlushDrawCommands();
DrawerThreads::WaitForWorkers();
mCanvas.reset(new DCanvas(0, 0, true));
mCanvas->Resize(GetWidth(), GetHeight(), false);
mDepthStencil.reset();
mDepthStencil.reset(new PolyDepthStencil(GetWidth(), GetHeight()));
mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
}
}
PolyCommandBuffer *PolyFrameBuffer::GetDrawCommands()
{
if (!mDrawCommands)
{
mDrawCommands.reset(new PolyCommandBuffer(&mFrameMemory));
mDrawCommands->SetLightBuffer(mLightBuffer->Memory());
}
return mDrawCommands.get();
}
void PolyFrameBuffer::FlushDrawCommands()
{
mRenderState->EndRenderPass();
if (mDrawCommands)
{
mDrawCommands->Submit();
mDrawCommands.reset();
}
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Float, vid_saturation)
void PolyFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
Draw2D();
twod->Clear();
Flush3D.Unclock();
FlushDrawCommands();
if (mCanvas)
{
int w = mCanvas->GetWidth();
int h = mCanvas->GetHeight();
int pixelsize = 4;
const uint8_t *src = (const uint8_t*)mCanvas->GetPixels();
int pitch = 0;
uint8_t *dst = I_PolyPresentLock(w, h, cur_vsync, pitch);
if (dst)
{
#if 1
// [GEC] with the help of dpJudas a new system of copying and applying gamma in the video buffer
auto copyqueue = std::make_shared<DrawerCommandQueue>(&mFrameMemory);
copyqueue->Push<CopyAndApplyGammaCommand>(dst, pitch / pixelsize, src, w, h, w, vid_gamma, vid_contrast, vid_brightness, vid_saturation);
DrawerThreads::Execute(copyqueue);
#else
for (int y = 0; y < h; y++)
{
memcpy(dst + y * pitch, src + y * w * pixelsize, w * pixelsize);
}
#endif
DrawerThreads::WaitForWorkers();
I_PolyPresentUnlock(mOutputLetterbox.left, mOutputLetterbox.top, mOutputLetterbox.width, mOutputLetterbox.height);
}
FPSLimit();
}
DrawerThreads::WaitForWorkers();
mFrameMemory.Clear();
FrameDeleteList.Buffers.clear();
FrameDeleteList.Images.clear();
CheckCanvas();
Super::Update();
}
void PolyFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
auto BaseLayer = static_cast<PolyHardwareTexture*>(tex->GetHardwareTexture(0, 0));
DCanvas *image = BaseLayer->GetImage(tex, 0, 0);
PolyDepthStencil *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->SetRenderTarget(image, depthStencil, false);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = min(tex->GetWidth(), image->GetWidth());
bounds.height = min(tex->GetHeight(), image->GetHeight());
renderFunc(bounds);
FlushDrawCommands();
DrawerThreads::WaitForWorkers();
mRenderState->SetRenderTarget(GetCanvas(), GetDepthStencil(), true);
tex->SetUpdated(true);
}
static uint8_t ToIntColorComponent(float v)
{
return clamp((int)(v * 255.0f + 0.5f), 0, 255);
}
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();
if (fixedcm >= CM_FIRSTSPECIALCOLORMAP && fixedcm < CM_MAXCOLORMAP)
{
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
mRenderState->SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->mViewpoints->Set2D(*mRenderState, screen->GetWidth(), screen->GetHeight());
ScreenQuadVertex vertices[4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ (float)mScreenViewport.width, 0.0f, 1.0f, 0.0f },
{ 0.0f, (float)mScreenViewport.height, 0.0f, 1.0f },
{ (float)mScreenViewport.width, (float)mScreenViewport.height, 1.0f, 1.0f }
};
mScreenQuad.VertexBuffer->SetData(4 * sizeof(ScreenQuadVertex), vertices, BufferUsageType::Stream);
mRenderState->SetVertexBuffer(mScreenQuad.VertexBuffer, 0, 0);
mRenderState->SetIndexBuffer(mScreenQuad.IndexBuffer);
mRenderState->SetObjectColor(PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)));
mRenderState->SetAddColor(PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)));
mRenderState->EnableDepthTest(false);
mRenderState->EnableMultisampling(false);
mRenderState->SetCulling(Cull_None);
mRenderState->SetScissor(-1, -1, -1, -1);
mRenderState->SetColor(1, 1, 1, 1);
mRenderState->AlphaFunc(Alpha_GEqual, 0.f);
mRenderState->EnableTexture(false);
mRenderState->SetColormapShader(true);
mRenderState->DrawIndexed(DT_Triangles, 0, 6);
mRenderState->SetColormapShader(false);
mRenderState->SetObjectColor(0xffffffff);
mRenderState->SetAddColor(0);
mRenderState->SetVertexBuffer(screen->mVertexData);
mRenderState->EnableTexture(true);
mRenderState->ResetColor();
}
}
void PolyFrameBuffer::SetVSync(bool vsync)
{
cur_vsync = vsync;
}
FRenderState* PolyFrameBuffer::RenderState()
{
return mRenderState.get();
}
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
MaterialLayerInfo* layer;
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
int numLayers = mat->NumLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer->layerTexture, 0, layer->scaleFlags); // fixme: Upscale flags must be disabled for certain layers.
}
}
IHardwareTexture *PolyFrameBuffer::CreateHardwareTexture(int numchannels)
{
return new PolyHardwareTexture();
}
IVertexBuffer *PolyFrameBuffer::CreateVertexBuffer()
{
return new PolyVertexBuffer();
}
IIndexBuffer *PolyFrameBuffer::CreateIndexBuffer()
{
return new PolyIndexBuffer();
}
IDataBuffer *PolyFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
IDataBuffer *buffer = new PolyDataBuffer(bindingpoint, ssbo, needsresize);
if (bindingpoint == LIGHTBUF_BINDINGPOINT)
mLightBuffer = buffer;
return buffer;
}
void PolyFrameBuffer::SetTextureFilterMode()
{
}
void PolyFrameBuffer::BlurScene(float amount)
{
}
void PolyFrameBuffer::UpdatePalette()
{
}
FTexture *PolyFrameBuffer::WipeStartScreen()
{
SetViewportRects(nullptr);
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
return tex;
}
FTexture *PolyFrameBuffer::WipeEndScreen()
{
Draw2D();
twod->Clear();
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
return tex;
}
TArray<uint8_t> PolyFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
// [GEC] Really necessary to apply gamma, brightness, contrast and saturation for screenshot
std::vector<uint8_t> gammatablebuf(256);
uint8_t* gammatable = gammatablebuf.data();
float InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
float Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
float Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
float Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
for (int x = 0; x < 256; x++)
{
float ramp = (float)(x / 255.f);
// Apply Contrast
// vec4 finalColor = vec4((((originalColor.rgb - vec3(0.5)) * Contrast) + vec3(0.5)), 1.0);
if(vid_contrast != 1.0f)
ramp = (((ramp - 0.5f) * Contrast) + 0.5f);
// Apply Brightness
// vec4 finalColor = vec4(originalColor.rgb + Brightness, 1.0);
if (vid_brightness != 0.0f)
ramp += (Brightness / 2.0f);
// Apply Gamma
// FragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma));
if (vid_gamma != 1.0f)
ramp = pow(ramp, InvGamma);
// Clamp ramp
ramp = clamp<float>(ramp, 0.0f, 1.f);
gammatable[x] = (uint8_t)(ramp * 255);
}
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
const uint8_t* pixels = GetCanvas()->GetPixels();
int dindex = 0;
// Convert to RGB
for (int y = 0; y < h; y++)
{
int sindex = y * w * 4;
for (int x = 0; x < w; x++)
{
uint32_t red = pixels[sindex + 2];
uint32_t green = pixels[sindex + 1];
uint32_t blue = pixels[sindex];
if (vid_saturation != 1.0f)
{
float NewR = (float)(red / 255.f);
float NewG = (float)(green / 255.f);
float NewB = (float)(blue / 255.f);
// Apply Saturation
// float luma = dot(In, float3(0.2126729, 0.7151522, 0.0721750));
// Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
//float luma = (NewR * 0.2126729f) + (NewG * 0.7151522f) + (NewB * 0.0721750f); // Rec. 709
float luma = (NewR * 0.299f) + (NewG * 0.587f) + (NewB * 0.114f); //Rec. 601
NewR = luma + (Saturation * (NewR - luma));
NewG = luma + (Saturation * (NewG - luma));
NewB = luma + (Saturation * (NewB - luma));
// Clamp All
NewR = clamp<float>(NewR, 0.0f, 1.f);
NewG = clamp<float>(NewG, 0.0f, 1.f);
NewB = clamp<float>(NewB, 0.0f, 1.f);
red = (uint32_t)(NewR * 255.f);
green = (uint32_t)(NewG * 255.f);
blue = (uint32_t)(NewB * 255.f);
}
// Apply Contrast / Brightness / Gamma
red = gammatable[red];
green = gammatable[green];
blue = gammatable[blue];
ScreenshotBuffer[dindex ] = red;
ScreenshotBuffer[dindex + 1] = green;
ScreenshotBuffer[dindex + 2] = blue;
dindex += 3;
sindex += 4;
}
}
pitch = w * 3;
color_type = SS_RGB;
gamma = 1.0f;
return ScreenshotBuffer;
}
void PolyFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
CheckCanvas();
#if 0
swrenderer::R_InitFuzzTable(GetCanvas()->GetPitch());
static int next_random = 0;
swrenderer::fuzzpos = (swrenderer::fuzzpos + swrenderer::fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
next_random++;
if (next_random == FUZZ_RANDOM_X_SIZE)
next_random = 0;
#endif
}
void PolyFrameBuffer::Draw2D()
{
::Draw2D(twod, *mRenderState);
}
unsigned int PolyFrameBuffer::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void PolyFrameBuffer::UpdateShadowMap()
{
}
void PolyFrameBuffer::AmbientOccludeScene(float m5)
{
//mPostprocess->AmbientOccludeScene(m5);
}