GPUViewport: Fix offscreen multisample rendering.

Multisample rendering needs to have both a multisample and a regular color/depth target for engines that does not support MSAA.
This commit is contained in:
Clément Foucault 2018-03-14 03:22:35 +01:00
parent bba3b43112
commit f5d529b8e2
1 changed files with 92 additions and 58 deletions

View File

@ -97,6 +97,7 @@ static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, Texture
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
static void gpu_viewport_default_fb_create(GPUViewport *viewport);
void GPU_viewport_tag_update(GPUViewport *viewport)
{
@ -125,9 +126,26 @@ GPUViewport *GPU_viewport_create(void)
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
{
GPUViewport *viewport = GPU_viewport_create();
GPU_offscreen_viewport_data_get(ofs, &viewport->fbl->default_fb, &viewport->txl->color, &viewport->txl->depth);
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
if (GPU_texture_samples(color)) {
viewport->txl->multisample_color = color;
viewport->txl->multisample_depth = depth;
viewport->fbl->multisample_fb = fb;
gpu_viewport_default_fb_create(viewport);
GPU_framebuffer_slots_bind(viewport->fbl->default_fb, 0);
}
else {
viewport->fbl->default_fb = fb;
viewport->txl->color = color;
viewport->txl->depth = depth;
}
return viewport;
}
/**
@ -135,9 +153,16 @@ GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
*/
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
{
viewport->fbl->default_fb = NULL;
viewport->txl->color = NULL;
viewport->txl->depth = NULL;
if (viewport->fbl->multisample_fb) {
viewport->fbl->multisample_fb = NULL;
viewport->txl->multisample_color = NULL;
viewport->txl->multisample_depth = NULL;
}
else {
viewport->fbl->default_fb = NULL;
viewport->txl->color = NULL;
viewport->txl->depth = NULL;
}
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
@ -335,6 +360,65 @@ void GPU_viewport_cache_release(GPUViewport *viewport)
}
}
static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
bool ok = true;
dfbl->default_fb = GPU_framebuffer_create();
if (!dfbl->default_fb) {
ok = false;
goto cleanup;
}
/* Color */
dtxl->color = GPU_texture_create_2D(size[0], size[1], NULL, NULL);
if (!dtxl->color) {
ok = false;
goto cleanup;
}
if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->color, 0, 0)) {
ok = false;
goto cleanup;
}
/* Depth */
dtxl->depth = GPU_texture_create_depth_with_stencil(size[0], size[1], NULL);
if (dtxl->depth) {
/* Define texture parameters */
GPU_texture_bind(dtxl->depth, 0);
GPU_texture_compare_mode(dtxl->depth, false);
GPU_texture_filter_mode(dtxl->depth, true);
GPU_texture_unbind(dtxl->depth);
}
else {
ok = false;
goto cleanup;
}
if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0)) {
ok = false;
goto cleanup;
}
else if (!GPU_framebuffer_check_valid(dfbl->default_fb, NULL)) {
ok = false;
goto cleanup;
}
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
@ -363,6 +447,9 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
}
}
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
gpu_viewport_texture_pool_clear_users(viewport);
/* Multisample Buffer */
@ -416,60 +503,7 @@ cleanup_multisample:
}
if (!dfbl->default_fb) {
bool ok = true;
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
dfbl->default_fb = GPU_framebuffer_create();
if (!dfbl->default_fb) {
ok = false;
goto cleanup;
}
/* Color */
dtxl->color = GPU_texture_create_2D(rect_w, rect_h, NULL, NULL);
if (!dtxl->color) {
ok = false;
goto cleanup;
}
if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->color, 0, 0)) {
ok = false;
goto cleanup;
}
/* Depth */
dtxl->depth = GPU_texture_create_depth_with_stencil(rect_w, rect_h, NULL);
if (dtxl->depth) {
/* Define texture parameters */
GPU_texture_bind(dtxl->depth, 0);
GPU_texture_compare_mode(dtxl->depth, false);
GPU_texture_filter_mode(dtxl->depth, true);
GPU_texture_unbind(dtxl->depth);
}
else {
ok = false;
goto cleanup;
}
if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0)) {
ok = false;
goto cleanup;
}
else if (!GPU_framebuffer_check_valid(dfbl->default_fb, NULL)) {
ok = false;
goto cleanup;
}
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
gpu_viewport_default_fb_create(viewport);
}
GPU_framebuffer_slots_bind(dfbl->default_fb, 0);