mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 04:51:41 +00:00
Keep using render buffers when ssao is off, for better performance
This commit is contained in:
parent
ecb57d6cd9
commit
490dd612b3
2 changed files with 70 additions and 25 deletions
|
@ -83,9 +83,18 @@ void FGLRenderBuffers::ClearScene()
|
|||
{
|
||||
DeleteFrameBuffer(mSceneFB);
|
||||
DeleteFrameBuffer(mSceneDataFB);
|
||||
DeleteTexture(mSceneMultisample);
|
||||
DeleteTexture(mSceneData);
|
||||
DeleteTexture(mSceneDepthStencil);
|
||||
if (mSceneUsesTextures)
|
||||
{
|
||||
DeleteTexture(mSceneMultisample);
|
||||
DeleteTexture(mSceneData);
|
||||
DeleteTexture(mSceneDepthStencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
DeleteRenderBuffer(mSceneMultisample);
|
||||
DeleteRenderBuffer(mSceneData);
|
||||
DeleteRenderBuffer(mSceneDepthStencil);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearPipeline()
|
||||
|
@ -188,6 +197,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
|||
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
|
||||
|
||||
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
|
||||
bool needsSceneTextures = (gl_ssao != 0);
|
||||
|
||||
GLint activeTex;
|
||||
GLint textureBinding;
|
||||
|
@ -195,19 +205,16 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
|||
glActiveTexture(GL_TEXTURE0);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
|
||||
|
||||
if (width == mWidth && height == mHeight && mSamples != samples)
|
||||
{
|
||||
CreateScene(mWidth, mHeight, samples);
|
||||
mSamples = samples;
|
||||
}
|
||||
else if (width != mWidth || height != mHeight)
|
||||
{
|
||||
if (width != mWidth || height != mHeight)
|
||||
CreatePipeline(width, height);
|
||||
CreateScene(width, height, samples);
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mSamples = samples;
|
||||
}
|
||||
|
||||
if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
|
||||
CreateScene(width, height, samples, needsSceneTextures);
|
||||
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mSamples = samples;
|
||||
mSceneUsesTextures = needsSceneTextures;
|
||||
|
||||
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
|
||||
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
|
||||
|
@ -247,24 +254,44 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
|
||||
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
|
||||
{
|
||||
ClearScene();
|
||||
|
||||
if (samples > 1)
|
||||
{
|
||||
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
||||
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
||||
mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false);
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
||||
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
||||
mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, mSceneDepthStencil, true);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", mSceneMultisample, mSceneData, mSceneDepthStencil, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
|
||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", mSceneMultisample, mSceneDepthStencil, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height);
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, mSceneDepthStencil, false);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", mPipelineTexture[0], mSceneData, mSceneDepthStencil, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
||||
}
|
||||
}
|
||||
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], 0, mSceneDepthStencil, samples > 1);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneData, mSceneDepthStencil, samples > 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -517,6 +544,22 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||
if (colorIsARenderBuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
||||
else
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
|
|
|
@ -81,7 +81,7 @@ private:
|
|||
void ClearBloom();
|
||||
void ClearExposureLevels();
|
||||
void ClearAmbientOcclusion();
|
||||
void CreateScene(int width, int height, int samples);
|
||||
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
|
||||
void CreatePipeline(int width, int height);
|
||||
void CreateBloom(int width, int height);
|
||||
void CreateExposureLevels(int width, int height);
|
||||
|
@ -92,6 +92,7 @@ private:
|
|||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
|
@ -115,6 +116,7 @@ private:
|
|||
GLuint mSceneData = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
GLuint mSceneDataFB = 0;
|
||||
bool mSceneUsesTextures = false;
|
||||
|
||||
// Effect/HUD buffers
|
||||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
|
|
Loading…
Reference in a new issue