- moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points.

This commit is contained in:
Christoph Oelckers 2020-04-25 17:58:26 +02:00
parent 9dceedd3b0
commit 10bc37b37e
14 changed files with 108 additions and 289 deletions

View file

@ -113,6 +113,7 @@
#include "scriptutil.h"
#include "v_palette.h"
#include "texturemanager.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#ifdef __unix__
#include "i_system.h" // for SHARE_DIR
@ -925,7 +926,7 @@ void D_Display ()
D_Render([&]()
{
viewsec = screen->RenderView(&players[consoleplayer]);
viewsec = RenderView(&players[consoleplayer]);
}, true);
screen->Begin2D();
@ -3471,7 +3472,7 @@ void D_Cleanup()
M_SaveDefaults(NULL); // save config before the restart
// delete all data that cannot be left until reinitialization
if (screen) screen->CleanForRestart();
CleanSWDrawer();
V_ClearFonts(); // must clear global font pointers
ColorSets.Clear();
PainFlashes.Clear();

View file

@ -63,8 +63,6 @@
EXTERN_CVAR(Int, screenblocks)
extern bool NoInterpolateView;
namespace OpenGLRenderer
{
@ -124,7 +122,6 @@ FGLRenderer::~FGLRenderer()
}
if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
if (swdrawer) delete swdrawer;
if (mBuffers) delete mBuffers;
if (mSaveBuffers) delete mSaveBuffers;
if (mPresentShader) delete mPresentShader;
@ -140,19 +137,6 @@ FGLRenderer::~FGLRenderer()
//
//===========================================================================
void FGLRenderer::ResetSWScene()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
if (swdrawer != nullptr) delete swdrawer;
swdrawer = nullptr;
}
//===========================================================================
//
//
//
//===========================================================================
bool FGLRenderer::StartOffscreen()
{
bool firstBind = (mFBID == 0);

View file

@ -68,8 +68,6 @@ public:
//FRotator mAngles;
SWSceneDrawer *swdrawer = nullptr;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
@ -77,8 +75,6 @@ public:
void ClearBorders();
void ResetSWScene();
void PresentStereo();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);

View file

@ -32,6 +32,8 @@
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "i_time.h"
#include "swrenderer/r_swscene.h"
#include "swrenderer/r_renderer.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/utility/hw_clock.h"
@ -45,6 +47,16 @@
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_vrmodes.h"
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
static SWSceneDrawer *swdrawer;
void CleanSWDrawer()
{
if (swdrawer) delete swdrawer;
swdrawer = nullptr;
}
//-----------------------------------------------------------------------------
//
@ -224,3 +236,84 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
}
}
//===========================================================================
//
// Renders the main view
//
//===========================================================================
sector_t* RenderView(player_t* player)
{
auto RenderState = screen->RenderState();
RenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t* retsec;
if (!V_IsHardwareRenderer())
{
screen->SetActiveRenderTarget(); // only relevant for Vulkan
if (!swdrawer) swdrawer = new SWSceneDrawer;
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
if (player->camera)
RenderState->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
{
screen->RenderTextureView(camtex, [=](IntRect& bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
screen->ImageTransitionScene(true); // Only relevant for Vulkan.
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}

View file

@ -57,8 +57,6 @@ EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
void gl_LoadExtensions();
void gl_PrintStartupLog();
void Draw2D(F2DDrawer *drawer, FRenderState &state);
@ -228,89 +226,6 @@ void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
}
//===========================================================================
//
//
//
//===========================================================================
sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
{
if (GLRenderer != nullptr)
{
gl_RenderState.SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t* retsec;
if (!V_IsHardwareRenderer())
{
if (GLRenderer->swdrawer == nullptr) GLRenderer->swdrawer = new SWSceneDrawer;
retsec = GLRenderer->swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
if (player->camera)
gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor* camera, FCanvasTexture* camtex, double fov)
{
RenderTextureView(camtex, [=](IntRect &bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
return nullptr;
}
//===========================================================================
//
//
@ -388,12 +303,6 @@ void OpenGLFrameBuffer::SetVSync(bool vsync)
//
//===========================================================================
void OpenGLFrameBuffer::CleanForRestart()
{
if (GLRenderer)
GLRenderer->ResetSWScene();
}
void OpenGLFrameBuffer::SetTextureFilterMode()
{
if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();

View file

@ -38,11 +38,9 @@ public:
bool FlipSavePic() const override { return true; }
FRenderState* RenderState() override;
void CleanForRestart() override;
void UpdatePalette() override;
uint32_t GetCaps() override;
const char* DeviceName() const override;
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
IHardwareTexture *CreateHardwareTexture() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;

View file

@ -329,5 +329,7 @@ public:
};
void CleanSWDrawer();
sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void WriteSavePic(player_t* player, FileWriter* file, int width, int height);
sector_t* RenderView(player_t* player);

View file

@ -59,7 +59,6 @@ EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
extern int rendered_commandbuffers;
extern int current_rendered_commandbuffers;
@ -217,79 +216,6 @@ void PolyFrameBuffer::Update()
}
sector_t *PolyFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(mVertexData);
mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
{
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
mLights->Clear();
mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
if (player->camera)
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, [=](IntRect &bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
void PolyFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
auto BaseLayer = static_cast<PolyHardwareTexture*>(tex->GetHardwareTexture(0, 0));
@ -384,12 +310,6 @@ void PolyFrameBuffer::SetVSync(bool vsync)
cur_vsync = vsync;
}
void PolyFrameBuffer::CleanForRestart()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
FRenderState* PolyFrameBuffer::RenderState()
{
return mRenderState.get();

View file

@ -24,8 +24,6 @@ public:
unsigned int GetLightBufferBlockSize() const;
std::unique_ptr<SWSceneDrawer> swdrawer;
PolyFrameBuffer(void *hMonitor, bool fullscreen);
~PolyFrameBuffer();
@ -36,11 +34,9 @@ public:
void InitializeState() override;
FRenderState* RenderState() override;
void CleanForRestart() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
void UpdatePalette() override;
uint32_t GetCaps() override;
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
void TextureFilterChanged() override;
void BeginFrame() override;

View file

@ -9,6 +9,7 @@
#include <memory>
class FWrapperTexture;
class DCanvas;
class SWSceneDrawer
{

View file

@ -51,6 +51,7 @@
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
#include "swrenderer/r_swscene.h"
#include <chrono>
#include <thread>

View file

@ -215,7 +215,6 @@ public:
IntRect mOutputLetterbox;
float mSceneClearColor[4];
public:
DFrameBuffer (int width=1, int height=1);
virtual ~DFrameBuffer();
@ -261,7 +260,6 @@ public:
virtual void SetVSync (bool vsync);
// Delete any resources that need to be deleted after restarting with a different IWAD
virtual void CleanForRestart() {}
virtual void SetTextureFilterMode() {}
virtual IHardwareTexture *CreateHardwareTexture() { return nullptr; }
virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
@ -309,7 +307,6 @@ public:
virtual uint32_t GetCaps();
virtual int Backend() { return 0; }
virtual const char* DeviceName() const { return "Unknown"; }
virtual sector_t *RenderView(player_t *player) { return nullptr; }
virtual void AmbientOccludeScene(float m5) {}
virtual void FirstEye() {}
virtual void NextEye(int eyecount) {}
@ -321,6 +318,7 @@ public:
virtual void CopyScreenToBuffer(int width, int height, uint8_t* buffer) { memset(buffer, 0, width* height); }
virtual bool FlipSavePic() const { return false; }
virtual void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect&)> renderFunc) {}
virtual void SetActiveRenderTarget() {}
// Screen wiping

View file

@ -67,7 +67,6 @@ EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
extern int rendered_commandbuffers;
int current_rendered_commandbuffers;
@ -317,82 +316,6 @@ void VulkanFrameBuffer::WaitForCommands(bool finish)
}
}
sector_t *VulkanFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
{
mPostprocess->SetActiveRenderTarget();
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
if (player->camera)
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, [=](IntRect &bounds)
{
FRenderViewpoint texvp;
float ratio = camtex->aspectRatio;
RenderViewpoint(texvp, camera, &bounds, fov, ratio, ratio, false, false);
});
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
mPostprocess->ImageTransitionScene(true); // This is the only line that differs compared to FGLRenderer::RenderView
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, 0));
@ -462,12 +385,6 @@ void VulkanFrameBuffer::SetVSync(bool vsync)
cur_vsync = vsync;
}
void VulkanFrameBuffer::CleanForRestart()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
@ -638,6 +555,12 @@ void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, uint8_t *data)
staging->Unmap();
}
void VulkanFrameBuffer::SetActiveRenderTarget()
{
mPostprocess->SetActiveRenderTarget();
}
TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;

View file

@ -64,8 +64,6 @@ public:
std::vector<std::unique_ptr<VulkanCommandBuffer>> CommandBuffers;
} FrameDeleteList;
std::unique_ptr<SWSceneDrawer> swdrawer;
VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev);
~VulkanFrameBuffer();
bool IsVulkan() override { return true; }
@ -74,13 +72,11 @@ public:
void InitializeState() override;
void CleanForRestart() override;
void PrecacheMaterial(FMaterial *mat, int translation) override;
void UpdatePalette() override;
uint32_t GetCaps() override;
const char* DeviceName() const override;
int Backend() override { return 1; }
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
void TextureFilterChanged() override;
void StartPrecaching() override;
@ -92,6 +88,7 @@ public:
void UpdateShadowMap() override;
void SetSaveBuffers(bool yes) override;
void ImageTransitionScene(bool unknown) override;
void SetActiveRenderTarget() override;
IHardwareTexture *CreateHardwareTexture() override;
FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags) override;