mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO
This commit is contained in:
parent
4d35b12808
commit
a841602d70
15 changed files with 70 additions and 28 deletions
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@ -296,10 +296,7 @@ void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
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{
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glGenBuffers(1, &glBufferID);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glBufferID);
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if (screen->hwcaps & RFL_BUFFER_STORAGE)
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, w*h*texelsize, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT);
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else
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glBufferData(GL_PIXEL_UNPACK_BUFFER, w*h*texelsize, nullptr, GL_STREAM_DRAW);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, w*h*texelsize, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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}
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@ -308,16 +305,7 @@ void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
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uint8_t *FHardwareTexture::MapBuffer()
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glBufferID);
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if (screen->hwcaps & RFL_BUFFER_STORAGE)
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{
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GLint size = -1;
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glGetBufferParameteriv(GL_PIXEL_UNPACK_BUFFER, GL_BUFFER_SIZE, &size);
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return (uint8_t*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
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}
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else
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{
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return (uint8_t*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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}
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return (uint8_t*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
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}
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//===========================================================================
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@ -169,6 +169,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
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args.uniforms = &drawargs;
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args.destBgra = dest_bgra;
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args.stencilbuffer = PolyStencilBuffer::Instance()->Values();
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args.stencilpitch = PolyStencilBuffer::Instance()->Width();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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@ -222,6 +223,7 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
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args.uniforms = &drawargs;
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args.destBgra = dest_bgra;
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args.stencilbuffer = PolyStencilBuffer::Instance()->Values();
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args.stencilpitch = PolyStencilBuffer::Instance()->Width();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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@ -153,8 +153,8 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
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int x = leftEdge[y];
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int xend = rightEdge[y];
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float *zbufferLine = args->zbuffer + args->pitch * y;
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uint8_t *stencilLine = args->stencilbuffer + args->pitch * y;
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float *zbufferLine = args->zbuffer + args->stencilpitch * y;
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uint8_t *stencilLine = args->stencilbuffer + args->stencilpitch * y;
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float startX = x + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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@ -53,6 +53,7 @@ struct TriDrawTriangleArgs
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int32_t clipright;
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int32_t clipbottom;
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uint8_t *stencilbuffer;
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int stencilpitch;
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float *zbuffer;
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const PolyDrawArgs *uniforms;
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bool destBgra;
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@ -58,7 +58,7 @@ PolyRenderer::PolyRenderer()
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{
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}
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void PolyRenderer::RenderView(player_t *player, DCanvas *target)
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void PolyRenderer::RenderView(player_t *player, DCanvas *target, void *videobuffer)
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{
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using namespace swrenderer;
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@ -70,6 +70,11 @@ void PolyRenderer::RenderView(player_t *player, DCanvas *target)
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RenderActorView(player->mo, false);
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Threads.MainThread()->FlushDrawQueue();
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auto copyqueue = std::make_shared<DrawerCommandQueue>(Threads.MainThread()->FrameMemory.get());
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copyqueue->Push<MemcpyCommand>(videobuffer, target->GetPixels(), target->GetWidth(), target->GetHeight(), target->GetPitch(), target->IsBgra() ? 4 : 1);
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DrawerThreads::Execute(copyqueue);
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PolyDrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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PolyDrawerWaitCycles.Unclock();
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@ -49,7 +49,7 @@ class PolyRenderer
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public:
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PolyRenderer();
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void RenderView(player_t *player, DCanvas *target);
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void RenderView(player_t *player, DCanvas *target, void *videobuffer);
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines);
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void RenderRemainingPlayerSprites();
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@ -23,7 +23,7 @@ struct FRenderer
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virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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// render 3D view
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virtual void RenderView(player_t *player, DCanvas *target) = 0;
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virtual void RenderView(player_t *player, DCanvas *target, void *videobuffer) = 0;
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// renders view to a savegame picture
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virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height) = 0;
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@ -223,3 +223,27 @@ void GroupMemoryBarrierCommand::Execute(DrawerThread *thread)
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condition.notify_all();
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condition.wait(lock, [&]() { return count >= (size_t)thread->num_cores; });
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}
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/////////////////////////////////////////////////////////////////////////////
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MemcpyCommand::MemcpyCommand(void *dest, const void *src, int width, int height, int srcpitch, int pixelsize)
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: dest(dest), src(src), width(width), height(height), srcpitch(srcpitch), pixelsize(pixelsize)
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{
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}
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void MemcpyCommand::Execute(DrawerThread *thread)
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{
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int start = thread->skipped_by_thread(0);
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int count = thread->count_for_thread(0, height);
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int sstep = thread->num_cores * srcpitch * pixelsize;
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int dstep = thread->num_cores * width * pixelsize;
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int size = width * pixelsize;
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uint8_t *d = (uint8_t*)dest + start * width * pixelsize;
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const uint8_t *s = (const uint8_t*)src + start * srcpitch * pixelsize;
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for (int i = 0; i < count; i++)
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{
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memcpy(d, s, size);
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d += dstep;
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s += sstep;
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}
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}
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@ -109,6 +109,22 @@ private:
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size_t count = 0;
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};
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// Copy finished rows to video memory
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class MemcpyCommand : public DrawerCommand
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{
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public:
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MemcpyCommand(void *dest, const void *src, int width, int height, int srcpitch, int pixelsize);
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void Execute(DrawerThread *thread);
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private:
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void *dest;
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const void *src;
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int width;
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int height;
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int srcpitch;
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int pixelsize;
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};
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class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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@ -157,13 +157,13 @@ void FSoftwareRenderer::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &
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}
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}
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void FSoftwareRenderer::RenderView(player_t *player, DCanvas *target)
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void FSoftwareRenderer::RenderView(player_t *player, DCanvas *target, void *videobuffer)
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{
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if (V_IsPolyRenderer())
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{
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PolyRenderer::Instance()->Viewpoint = r_viewpoint;
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PolyRenderer::Instance()->Viewwindow = r_viewwindow;
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PolyRenderer::Instance()->RenderView(player, target);
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PolyRenderer::Instance()->RenderView(player, target, videobuffer);
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r_viewpoint = PolyRenderer::Instance()->Viewpoint;
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r_viewwindow = PolyRenderer::Instance()->Viewwindow;
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}
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@ -171,7 +171,7 @@ void FSoftwareRenderer::RenderView(player_t *player, DCanvas *target)
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{
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mScene.MainThread()->Viewport->viewpoint = r_viewpoint;
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mScene.MainThread()->Viewport->viewwindow = r_viewwindow;
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mScene.RenderView(player, target);
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mScene.RenderView(player, target, videobuffer);
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r_viewpoint = mScene.MainThread()->Viewport->viewpoint;
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r_viewwindow = mScene.MainThread()->Viewport->viewwindow;
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}
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@ -12,7 +12,7 @@ struct FSoftwareRenderer : public FRenderer
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void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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// render 3D view
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void RenderView(player_t *player, DCanvas *target) override;
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void RenderView(player_t *player, DCanvas *target, void *videobuffer) override;
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// renders view to a savegame picture
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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@ -99,7 +99,6 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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FBTextureIndex = (FBTextureIndex + 1) % 2;
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auto &fbtex = FBTexture[FBTextureIndex];
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DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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if (fbtex == nullptr || fbtex->SystemTexture[0] == nullptr ||
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fbtex->GetWidth() != screen->GetWidth() ||
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fbtex->GetHeight() != screen->GetHeight() ||
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@ -111,12 +110,14 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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fbtex->SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
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mat->AddTextureLayer(PaletteTexture.get());
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Canvas.reset();
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Canvas.reset(new DSimpleCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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}
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auto buf = fbtex->SystemTexture[0]->MapBuffer();
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
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SWRenderer->RenderView(player, &buffer);
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SWRenderer->RenderView(player, Canvas.get(), buf);
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fbtex->SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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@ -16,6 +16,7 @@ class SWSceneDrawer
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std::unique_ptr<FSWSceneTexture> FBTexture[2];
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int FBTextureIndex = 0;
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bool FBIsTruecolor = false;
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std::unique_ptr<DSimpleCanvas> Canvas;
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public:
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SWSceneDrawer();
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@ -90,7 +90,7 @@ namespace swrenderer
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clearcolor = color;
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}
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void RenderScene::RenderView(player_t *player, DCanvas *target)
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void RenderScene::RenderView(player_t *player, DCanvas *target, void *videobuffer)
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{
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auto viewport = MainThread()->Viewport.get();
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viewport->RenderTarget = target;
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@ -131,6 +131,10 @@ namespace swrenderer
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RenderActorView(player->mo);
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auto copyqueue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
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copyqueue->Push<MemcpyCommand>(videobuffer, target->GetPixels(), target->GetWidth(), target->GetHeight(), target->GetPitch(), target->IsBgra() ? 4 : 1);
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DrawerThreads::Execute(copyqueue);
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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@ -48,7 +48,7 @@ namespace swrenderer
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void SetClearColor(int color);
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void RenderView(player_t *player, DCanvas *target);
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void RenderView(player_t *player, DCanvas *target, void *videobuffer);
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
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bool DontMapLines() const { return dontmaplines; }
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