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Implement MSAA

This commit is contained in:
Juan Linietsky
2020-04-12 15:33:57 -03:00
parent d160644c88
commit a57dc398db
14 changed files with 410 additions and 158 deletions

View File

@@ -535,46 +535,100 @@ void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() {
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(specular);
fb.push_back(depth);
if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(specular);
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(specular);
fb.push_back(depth);
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(specular);
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
} else {
tf.samples = texture_samples;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(specular_msaa);
fb.push_back(depth_msaa);
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(specular_msaa);
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
}
}
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
if (color_msaa.is_valid()) {
RD::get_singleton()->free(color_msaa);
color_msaa = RID();
}
if (depth_msaa.is_valid()) {
RD::get_singleton()->free(depth_msaa);
depth_msaa = RID();
}
if (specular.is_valid()) {
if (specular_msaa.is_valid()) {
RD::get_singleton()->free(specular_msaa);
specular_msaa = RID();
}
RD::get_singleton()->free(specular);
specular = RID();
}
color = RID();
depth = RID();
color_specular_fb = RID();
specular_only_fb = RID();
color_fb = RID();
depth_fb = RID();
if (normal_buffer.is_valid()) {
RD::get_singleton()->free(normal_buffer);
if (normal_buffer_msaa.is_valid()) {
RD::get_singleton()->free(normal_buffer_msaa);
normal_buffer_msaa = RID();
}
normal_buffer = RID();
depth_normal_fb = RID();
}
if (roughness_buffer.is_valid()) {
RD::get_singleton()->free(roughness_buffer);
if (roughness_buffer_msaa.is_valid()) {
RD::get_singleton()->free(roughness_buffer_msaa);
roughness_buffer_msaa = RID();
}
roughness_buffer = RID();
depth_normal_roughness_fb = RID();
}
@@ -583,24 +637,69 @@ void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
clear();
msaa = p_msaa;
width = p_width;
height = p_height;
color = p_color_buffer;
depth = p_depth_buffer;
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
fb.push_back(depth);
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(depth);
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
fb.push_back(depth);
depth_fb = RD::get_singleton()->framebuffer_create(fb);
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(depth);
depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
} else {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = p_width;
tf.height = p_height;
tf.type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
RD::TEXTURE_SAMPLES_1,
RD::TEXTURE_SAMPLES_2,
RD::TEXTURE_SAMPLES_4,
RD::TEXTURE_SAMPLES_8,
RD::TEXTURE_SAMPLES_16
};
texture_samples = ts[p_msaa];
tf.samples = texture_samples;
color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(depth_msaa);
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(depth_msaa);
depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
}
@@ -613,13 +712,31 @@ void RasterizerSceneHighEndRD::_allocate_normal_texture(RenderBufferDataHighEnd
tf.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
rb->normal_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
} else {
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
tf.samples = rb->texture_samples;
rb->normal_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth_msaa);
fb.push_back(rb->normal_buffer_msaa);
rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
}
_render_buffers_clear_uniform_set(rb);
}
@@ -638,12 +755,32 @@ void RasterizerSceneHighEndRD::_allocate_roughness_texture(RenderBufferDataHighE
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
rb->roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
fb.push_back(rb->roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
fb.push_back(rb->roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
} else {
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
tf.samples = rb->texture_samples;
rb->roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth_msaa);
fb.push_back(rb->normal_buffer_msaa);
fb.push_back(rb->roughness_buffer_msaa);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
}
_render_buffers_clear_uniform_set(rb);
}
@@ -1777,27 +1914,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
render_pass++;
//fill up ubo
#if 0
storage->info.render.object_count += p_cull_count;
Environment *env = environment_owner.getornull(p_environment);
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
if (shadow_atlas && shadow_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
}
if (reflection_atlas && reflection_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
}
#endif
RENDER_TIMESTAMP("Setup 3D Scene");
@@ -1837,6 +1953,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
bool using_ssr = false;
if (render_buffer) {
screen_pixel_size.width = 1.0 / render_buffer->width;
screen_pixel_size.height = 1.0 / render_buffer->height;
screen_size.x = render_buffer->width;
@@ -1998,9 +2115,23 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, using_ssao ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
bool finish_depth = using_ssao;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID());
RD::get_singleton()->draw_list_end();
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
if (finish_depth) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
}
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->normal_buffer_msaa, render_buffer->normal_buffer, true);
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->roughness_buffer_msaa, render_buffer->roughness_buffer, true);
}
}
}
}
if (using_ssao) {
@@ -2080,6 +2211,19 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
_draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
}
if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
if (using_separate_specular) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
}
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
}
if (using_separate_specular) {
if (using_sss) {
@@ -2089,11 +2233,11 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (using_ssr) {
RENDER_TIMESTAMP("Screen Space Reflection");
_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_buffer, render_buffer->roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, true);
_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_buffer, render_buffer->roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, RID(), RID());
storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
}
}
@@ -2111,77 +2255,12 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RD::get_singleton()->draw_list_end();
}
//_render_list
#if 0
if (state.directional_light_count == 0) {
directional_light = nullptr;
_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != nullptr);
} else {
for (int i = 0; i < state.directional_light_count; i++) {
directional_light = directional_lights[i];
_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != nullptr && shadow_atlas->size > 0);
_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != nullptr);
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
}
#endif
#if 0
_post_process(env, p_cam_projection);
// Needed only for debugging
/* if (shadow_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if (storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
}
if (reflection_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if (directional_shadow.fbo) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if ( env_radiance_tex) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}*/
//disable all stuff
#endif
}
void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
RENDER_TIMESTAMP("Setup Rendering Shadow");