// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_renderbuffers.cpp ** Render buffers used during rendering ** */ #include "gl/system/gl_system.h" #include "files.h" #include "m_swap.h" #include "v_video.h" #include "gl/gl_functions.h" #include "vectors.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) //========================================================================== // // Initialize render buffers and textures used in rendering passes // //========================================================================== FGLRenderBuffers::FGLRenderBuffers() { for (int i = 0; i < NumPipelineTextures; i++) { mPipelineTexture[i] = 0; mPipelineFB[i] = 0; } glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB); glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples); } //========================================================================== // // Free render buffer resources // //========================================================================== FGLRenderBuffers::~FGLRenderBuffers() { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearBloom(); } void FGLRenderBuffers::ClearScene() { DeleteFrameBuffer(mSceneFB); DeleteRenderBuffer(mSceneMultisample); DeleteRenderBuffer(mSceneDepthStencil); DeleteRenderBuffer(mSceneDepth); DeleteRenderBuffer(mSceneStencil); } void FGLRenderBuffers::ClearPipeline() { for (int i = 0; i < NumPipelineTextures; i++) { DeleteFrameBuffer(mPipelineFB[i]); DeleteTexture(mPipelineTexture[i]); } } void FGLRenderBuffers::ClearBloom() { for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; DeleteFrameBuffer(level.HFramebuffer); DeleteFrameBuffer(level.VFramebuffer); DeleteTexture(level.HTexture); DeleteTexture(level.VTexture); level = FGLBloomTextureLevel(); } } void FGLRenderBuffers::ClearEyeBuffers() { for (auto handle : mEyeFBs) DeleteFrameBuffer(handle); for (auto handle : mEyeTextures) DeleteTexture(handle); mEyeTextures.Clear(); mEyeFBs.Clear(); } void FGLRenderBuffers::DeleteTexture(GLuint &handle) { if (handle != 0) glDeleteTextures(1, &handle); handle = 0; } void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle) { if (handle != 0) glDeleteRenderbuffers(1, &handle); handle = 0; } void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle) { if (handle != 0) glDeleteFramebuffers(1, &handle); handle = 0; } //========================================================================== // // Makes sure all render buffers have sizes suitable for rending at the // specified resolution // //========================================================================== bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { if (gl_renderbuffers != BuffersActive) { if (BuffersActive) glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); BuffersActive = gl_renderbuffers; GLRenderer->mShaderManager->ResetFixedColormap(); } if (!IsEnabled()) return false; if (width <= 0 || height <= 0) I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height); int samples = clamp((int)gl_multisample, 0, mMaxSamples); GLint activeTex; GLint textureBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); 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) { CreatePipeline(width, height); CreateScene(width, height, samples); mWidth = width; mHeight = height; mSamples = samples; } // Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight) { CreateBloom(sceneWidth, sceneHeight); mBloomWidth = sceneWidth; mBloomHeight = sceneHeight; } glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (FailedCreate) { ClearScene(); ClearPipeline(); ClearEyeBuffers(); ClearBloom(); mWidth = 0; mHeight = 0; mSamples = 0; mBloomWidth = 0; mBloomHeight = 0; } return !FailedCreate; } //========================================================================== // // Creates the scene buffers // //========================================================================== void FGLRenderBuffers::CreateScene(int width, int height, int samples) { ClearScene(); if (samples > 1) mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height); mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height); mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1); } //========================================================================== // // Creates the buffers needed for post processing steps // //========================================================================== void FGLRenderBuffers::CreatePipeline(int width, int height) { ClearPipeline(); ClearEyeBuffers(); for (int i = 0; i < NumPipelineTextures; i++) { mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height); mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]); } } //========================================================================== // // Creates bloom pass working buffers // //========================================================================== void FGLRenderBuffers::CreateBloom(int width, int height) { ClearBloom(); // No scene, no bloom! if (width <= 0 || height <= 0) return; int bloomWidth = MAX(width / 2, 1); int bloomHeight = MAX(height / 2, 1); for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; level.Width = MAX(bloomWidth / 2, 1); level.Height = MAX(bloomHeight / 2, 1); level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height); level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height); level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture); level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture); bloomWidth = level.Width; bloomHeight = level.Height; } } //========================================================================== // // Creates eye buffers if needed // //========================================================================== void FGLRenderBuffers::CreateEyeBuffers(int eye) { if (mEyeFBs.Size() > eye) return; GLint activeTex, textureBinding, frameBufferBinding; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding); while (mEyeFBs.Size() <= eye) { GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight); mEyeTextures.Push(texture); mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture)); } glBindTexture(GL_TEXTURE_2D, textureBinding); glActiveTexture(activeTex); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding); } //========================================================================== // // 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 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); 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return handle; } //========================================================================== // // Creates a render buffer // //========================================================================== GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height) { GLuint handle = 0; glGenRenderbuffers(1, &handle); glBindRenderbuffer(GL_RENDERBUFFER, handle); FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name); glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); return handle; } GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height) { if (samples <= 1) return CreateRenderBuffer(name, format, width, height); GLuint handle = 0; glGenRenderbuffers(1, &handle); glBindRenderbuffer(GL_RENDERBUFFER, handle); FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height); return handle; } //========================================================================== // // Creates a frame buffer // //========================================================================== GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(false, false); 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 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); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return handle; } //========================================================================== // // Verifies that the frame buffer setup is valid // //========================================================================== bool FGLRenderBuffers::CheckFrameBufferCompleteness() { GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (result == GL_FRAMEBUFFER_COMPLETE) return true; FailedCreate = true; #if 0 FString error = "glCheckFramebufferStatus failed: "; switch (result) { default: error.AppendFormat("error code %d", (int)result); break; case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break; case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break; 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 return false; } //========================================================================== // // Clear frame buffer to make sure it never contains uninitialized data // //========================================================================== void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth) { GLboolean scissorEnabled; GLint stencilValue; GLdouble depthValue; glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue); glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue); glDisable(GL_SCISSOR_TEST); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glClearStencil(0); GLenum flags = GL_COLOR_BUFFER_BIT; if (stencil) flags |= GL_STENCIL_BUFFER_BIT; if (depth) flags |= GL_DEPTH_BUFFER_BIT; glClear(flags); glClearStencil(stencilValue); glClearDepth(depthValue); if (scissorEnabled) glEnable(GL_SCISSOR_TEST); } //========================================================================== // // Resolves the multisample frame buffer by copying it to the scene texture // //========================================================================== void FGLRenderBuffers::BlitSceneToTexture() { mCurrentPipelineTexture = 0; if (mSamples <= 1) return; glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0) { GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments); } glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } //========================================================================== // // Eye textures and their frame buffers // //========================================================================== void FGLRenderBuffers::BlitToEyeTexture(int eye) { CreateEyeBuffers(eye); glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye]); glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0) { GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments); } glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } void FGLRenderBuffers::BindEyeTexture(int eye, int texunit) { CreateEyeBuffers(eye); glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye]); } void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer) { CreateEyeBuffers(eye); glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]); } //========================================================================== // // Makes the scene frame buffer active (multisample, depth, stecil, etc.) // //========================================================================== void FGLRenderBuffers::BindSceneFB() { glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB); } //========================================================================== // // Binds the current scene/effect/hud texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindCurrentTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]); } //========================================================================== // // Makes the frame buffer for the current texture active // //========================================================================== void FGLRenderBuffers::BindCurrentFB() { glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); } //========================================================================== // // Makes the frame buffer for the next texture active // //========================================================================== void FGLRenderBuffers::BindNextFB() { int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures; glBindFramebuffer(GL_FRAMEBUFFER, mPipelineFB[out]); } //========================================================================== // // Next pipeline texture now contains the output // //========================================================================== void FGLRenderBuffers::NextTexture() { mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures; } //========================================================================== // // Makes the screen frame buffer active // //========================================================================== void FGLRenderBuffers::BindOutputFB() { glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); } //========================================================================== // // Returns true if render buffers are supported and should be used // //========================================================================== bool FGLRenderBuffers::IsEnabled() { return BuffersActive && !gl.legacyMode && !FailedCreate; } bool FGLRenderBuffers::FailedCreate = false; bool FGLRenderBuffers::BuffersActive = false;