Resolve multisampling depth in shader

This commit is contained in:
Magnus Norddahl 2016-09-03 04:12:00 +02:00
parent b1c1e6aae7
commit 902097d6da
6 changed files with 211 additions and 84 deletions

View file

@ -136,8 +136,8 @@ void FGLRenderer::RenderScreenQuad()
void FGLRenderer::PostProcessScene()
{
mBuffers->BlitSceneToTexture();
AmbientOccludeScene();
mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
ColormapScene();
@ -165,6 +165,7 @@ void FGLRenderer::AmbientOccludeScene()
const float blurAmount = gl_ssao_blur_amount;
int blurSampleCount = gl_ssao_blur_samples;
float aoStrength = gl_ssao_strength;
bool multisample = gl_multisample > 1;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
@ -177,12 +178,15 @@ void FGLRenderer::AmbientOccludeScene()
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
mLinearDepthShader->Bind();
mLinearDepthShader->DepthTexture.Set(0);
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mLinearDepthShader->Bind(multisample);
mLinearDepthShader->DepthTexture[multisample].Set(0);
if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
RenderScreenQuad();
// Apply ambient occlusion
@ -227,7 +231,7 @@ void FGLRenderer::AmbientOccludeScene()
RenderScreenQuad();
// Add SSAO back to scene texture:
mBuffers->BindCurrentFB();
mBuffers->BindSceneFB();
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);

View file

@ -53,6 +53,7 @@
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
#include <random>
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
@ -86,15 +87,14 @@ FGLRenderBuffers::~FGLRenderBuffers()
ClearScene();
ClearPipeline();
ClearBloom();
ClearAmbientOcclusion();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneDepthStencil);
}
void FGLRenderBuffers::ClearPipeline()
@ -119,6 +119,15 @@ void FGLRenderBuffers::ClearBloom()
}
}
void FGLRenderBuffers::ClearAmbientOcclusion()
{
DeleteFrameBuffer(AmbientFB0);
DeleteFrameBuffer(AmbientFB1);
DeleteTexture(AmbientTexture0);
DeleteTexture(AmbientTexture1);
DeleteTexture(AmbientRandomTexture);
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
@ -186,11 +195,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
}
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
{
CreateBloom(sceneWidth, sceneHeight);
mBloomWidth = sceneWidth;
mBloomHeight = sceneHeight;
CreateAmbientOcclusion(sceneWidth, sceneHeight);
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
@ -206,8 +216,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mWidth = 0;
mHeight = 0;
mSamples = 0;
mBloomWidth = 0;
mBloomHeight = 0;
mSceneWidth = 0;
mSceneHeight = 0;
}
return !FailedCreate;
@ -224,9 +234,15 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
ClearScene();
if (samples > 1)
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
}
else
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
}
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
@ -279,20 +295,77 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
}
}
//==========================================================================
//
// Creates ambient occlusion working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
{
ClearAmbientOcclusion();
if (width <= 0 || height <= 0)
return;
AmbientWidth = width / 2;
AmbientHeight = height / 2;
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
int16_t randomValues[16 * 4];
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
for (int i = 0; i < 16; i++)
{
double num_directions = 8.0; // Must be same as the define in ssao.fp
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0);
}
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
{
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
GLenum dataformat, datatype;
switch (format)
{
case GL_RGBA8: 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_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
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);
@ -300,6 +373,17 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
return handle;
}
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return handle;
}
//==========================================================================
//
// Creates a render buffer
@ -347,34 +431,22 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool multisample)
{
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);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
}
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 colorbuffer, GLuint depth, GLuint stencil, 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_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
@ -394,7 +466,8 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
FailedCreate = true;
#if 0
if (gl_debug_level > 0)
{
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
@ -408,8 +481,8 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
I_FatalError(error);
#endif
Printf("%s\n", error.GetChars());
}
return false;
}
@ -482,6 +555,21 @@ void FGLRenderBuffers::BindSceneFB()
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Binds the depth texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneDepthTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
else
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
}
//==========================================================================
//
// Binds the current scene/effect/hud texture to the specified texture unit

View file

@ -23,6 +23,7 @@ public:
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
void BindSceneFB();
void BindSceneDepthTexture(int index);
void BlitSceneToTexture();
void BindCurrentTexture(int index);
@ -35,24 +36,38 @@ public:
enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
// Ambient occlusion buffers
GLuint AmbientTexture0 = 0;
GLuint AmbientTexture1 = 0;
GLuint AmbientFB0 = 0;
GLuint AmbientFB1 = 0;
int AmbientWidth = 0;
int AmbientHeight = 0;
GLuint AmbientRandomTexture = 0;
static bool IsEnabled();
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
int GetSceneWidth() const { return mSceneWidth; }
int GetSceneHeight() const { return mSceneHeight; }
private:
void ClearScene();
void ClearPipeline();
void ClearBloom();
void ClearAmbientOcclusion();
void CreateScene(int width, int height, int samples);
void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
void CreateAmbientOcclusion(int width, int height);
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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 colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool multisample);
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
@ -63,8 +78,8 @@ private:
int mHeight = 0;
int mSamples = 0;
int mMaxSamples = 0;
int mBloomWidth = 0;
int mBloomHeight = 0;
int mSceneWidth = 0;
int mSceneHeight = 0;
static const int NumPipelineTextures = 2;
int mCurrentPipelineTexture = 0;
@ -72,8 +87,6 @@ private:
// Buffers for the scene
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFB = 0;
// Effect/HUD buffers

View file

@ -49,22 +49,24 @@
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_ambientshader.h"
void FLinearDepthShader::Bind()
void FLinearDepthShader::Bind(bool multisample)
{
if (!mShader)
auto &shader = mShader[multisample];
if (!shader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/lineardepth");
mShader.SetAttribLocation(0, "PositionInProjection");
DepthTexture.Init(mShader, "DepthTexture");
LinearizeDepthA.Init(mShader, "LinearizeDepthA");
LinearizeDepthB.Init(mShader, "LinearizeDepthB");
InverseDepthRangeA.Init(mShader, "InverseDepthRangeA");
InverseDepthRangeB.Init(mShader, "InverseDepthRangeB");
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/lineardepth");
shader.SetAttribLocation(0, "PositionInProjection");
DepthTexture[multisample].Init(shader, "DepthTexture");
SampleCount[multisample].Init(shader, "SampleCount");
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
}
mShader.Bind();
shader.Bind();
}
void FSSAOShader::Bind()

View file

@ -6,16 +6,17 @@
class FLinearDepthShader
{
public:
void Bind();
void Bind(bool multisample);
FBufferedUniformSampler DepthTexture;
FBufferedUniform1f LinearizeDepthA;
FBufferedUniform1f LinearizeDepthB;
FBufferedUniform1f InverseDepthRangeA;
FBufferedUniform1f InverseDepthRangeB;
FBufferedUniformSampler DepthTexture[2];
FBufferedUniform1i SampleCount[2];
FBufferedUniform1f LinearizeDepthA[2];
FBufferedUniform1f LinearizeDepthB[2];
FBufferedUniform1f InverseDepthRangeA[2];
FBufferedUniform1f InverseDepthRangeB[2];
private:
FShaderProgram mShader;
FShaderProgram mShader[2];
};
class FSSAOShader

View file

@ -2,7 +2,12 @@
in vec2 TexCoord;
out vec4 FragColor;
#if defined(MULTISAMPLE)
uniform sampler2DMS DepthTexture;
uniform int SampleCount;
#else
uniform sampler2D DepthTexture;
#endif
uniform float LinearizeDepthA;
uniform float LinearizeDepthB;
uniform float InverseDepthRangeA;
@ -10,7 +15,21 @@ uniform float InverseDepthRangeB;
void main()
{
#if defined(MULTISAMPLE)
ivec2 texSize = textureSize(DepthTexture);
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
float depth = 0.0;
for (int i = 0; i < SampleCount; i++)
depth += texelFetch(DepthTexture, ipos, i).x;
depth /= float(SampleCount);
#else
/*ivec2 texSize = textureSize(DepthTexture, 0);
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
if (ipos.x < 0) ipos.x += texSize.x;
if (ipos.y < 0) ipos.y += texSize.y;
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
float depth = texture(DepthTexture, TexCoord).x;
#endif
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
}