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Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether, but that ended up being too much work. The remaining usage is in "dynamicshadowsrender.cpp". Here's a comment I wrote about the workaround: ---------------------------------------- Use legacy call when there's single texture without depth texture This means Irrlicht creates a depth texture for us and binds it to the FBO This is currently necessary for a working depth buffer in the following cases: - post-processing disabled, undersampling enabled (addUpscaling specifies no depth texture) - post-processing disabled, 3d_mode = sidebyside / topbottom / crossview (populateSideBySidePipeline specifies no depth texture) - post-processing disabled, 3d_mode = interlaced (probably, can't test since it's broken) (populateInterlacedPipeline specifies no depth texture) With post-processing disabled, the world is rendered to the TextureBufferOutput created in the functions listed above, so a depth buffer is needed (-> this workaround is needed). With post-processing enabled, only a fullscreen rectangle is rendered to this TextureBufferOutput, so a depth buffer isn't actually needed. But: These pipeline steps shouldn't rely on what ends up being rendered to the TextureBufferOutput they provide, since that may change. This workaround was added in 1e9640395468beb53f70303ef6b7aa72e395b7b4 / https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940 This workaround should be replaced by explicitly configuring depth textures where needed. ----------------------------------------
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@ -263,6 +263,8 @@ viewing_range (Viewing range) int 190 20 4000
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# to the game world only, keeping the GUI intact.
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# to the game world only, keeping the GUI intact.
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# It should give a significant performance boost at the cost of less detailed image.
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# It should give a significant performance boost at the cost of less detailed image.
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# Higher values result in a less detailed image.
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# Higher values result in a less detailed image.
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# Note: Undersampling is currently not supported if the "3d_mode" setting is set
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# to a non-default value.
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undersampling (Undersampling) int 1 1 8
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undersampling (Undersampling) int 1 1 8
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[**3D]
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[**3D]
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@ -35,6 +35,13 @@ void InitInterlacedMaskStep::run(PipelineContext &context)
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void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
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void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
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{
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{
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// FIXME: "3d_mode = interlaced" is currently broken. Two options:
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// 1. Remove it
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// 2. Fix it
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// If you fix it, make sure to test it with "enable_post_processing = false".
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// You'll probably have to add a depth texture to make that combination work.
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// Also, this code should probably use selectColorFormat/selectDepthFormat.
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_MASK = 2;
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static const u8 TEXTURE_MASK = 2;
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@ -177,13 +177,6 @@ void TextureBufferOutput::activate(PipelineContext &context)
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size = texture->getSize();
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size = texture->getSize();
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}
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}
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// Use legacy call when there's single texture without depth texture
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// This binds default depth buffer to the FBO
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if (textures.size() == 1 && depth_stencil == NO_DEPTH_TEXTURE) {
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driver->setRenderTarget(textures[0], m_clear, m_clear, context.clear_color);
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return;
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}
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video::ITexture *depth_texture = nullptr;
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video::ITexture *depth_texture = nullptr;
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if (depth_stencil != NO_DEPTH_TEXTURE)
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if (depth_stencil != NO_DEPTH_TEXTURE)
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depth_texture = buffer->getTexture(depth_stencil);
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depth_texture = buffer->getTexture(depth_stencil);
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@ -211,7 +204,7 @@ video::ITexture *DynamicSource::getTexture(u8 index)
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void ScreenTarget::activate(PipelineContext &context)
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void ScreenTarget::activate(PipelineContext &context)
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{
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{
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auto driver = context.device->getVideoDriver();
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auto driver = context.device->getVideoDriver();
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driver->setRenderTarget(nullptr, m_clear, m_clear, context.clear_color);
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driver->setRenderTargetEx(nullptr, m_clear ? video::ECBF_ALL : video::ECBF_NONE, context.clear_color);
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driver->OnResize(size);
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driver->OnResize(size);
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RenderTarget::activate(context);
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RenderTarget::activate(context);
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}
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}
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@ -104,9 +104,10 @@ static v2f getDownscaleFactor()
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return v2f(1.0f / undersampling);
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return v2f(1.0f / undersampling);
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}
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}
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor)
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client)
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{
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{
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const int TEXTURE_UPSCALE = 0;
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const int TEXTURE_LOWRES_COLOR = 0;
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const int TEXTURE_LOWRES_DEPTH = 1;
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if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
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if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
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return previousStep;
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return previousStep;
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@ -115,13 +116,18 @@ RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f
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if (g_settings->getBool("enable_post_processing"))
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if (g_settings->getBool("enable_post_processing"))
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return previousStep;
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return previousStep;
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auto driver = client->getSceneManager()->getVideoDriver();
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video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
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video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
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// Initialize buffer
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// Initialize buffer
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_UPSCALE, downscale_factor, "upscale", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_LOWRES_COLOR, downscale_factor, "lowres_color", color_format);
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buffer->setTexture(TEXTURE_LOWRES_DEPTH, downscale_factor, "lowres_depth", depth_format);
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// Attach previous step to the buffer
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// Attach previous step to the buffer
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TextureBufferOutput *buffer_output = pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_UPSCALE);
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TextureBufferOutput *buffer_output = pipeline->createOwned<TextureBufferOutput>(
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buffer, std::vector<u8> {TEXTURE_LOWRES_COLOR}, TEXTURE_LOWRES_DEPTH);
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previousStep->setRenderTarget(buffer_output);
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previousStep->setRenderTarget(buffer_output);
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// Add upscaling step
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// Add upscaling step
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@ -140,9 +146,25 @@ void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
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pipeline->addStep<DrawWield>();
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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pipeline->addStep<MapPostFxStep>();
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step3D = addUpscaling(pipeline, step3D, downscale_factor);
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step3D = addUpscaling(pipeline, step3D, downscale_factor, client);
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step3D->setRenderTarget(pipeline->createOwned<ScreenTarget>());
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step3D->setRenderTarget(pipeline->createOwned<ScreenTarget>());
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pipeline->addStep<DrawHUD>();
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pipeline->addStep<DrawHUD>();
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}
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}
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video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver)
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{
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if (driver->queryTextureFormat(video::ECF_A16B16G16R16F))
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return video::ECF_A16B16G16R16F;
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return video::ECF_A8R8G8B8;
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}
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video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver)
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{
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if (driver->queryTextureFormat(video::ECF_D32))
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return video::ECF_D32;
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if (driver->queryTextureFormat(video::ECF_D24S8))
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return video::ECF_D24S8;
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return video::ECF_D16; // fallback depth format
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}
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@ -82,6 +82,9 @@ private:
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};
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};
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale);
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale);
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor);
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client);
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void populatePlainPipeline(RenderPipeline *pipeline, Client *client);
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void populatePlainPipeline(RenderPipeline *pipeline, Client *client);
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video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver);
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video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver);
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@ -87,16 +87,8 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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auto driver = client->getSceneManager()->getVideoDriver();
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auto driver = client->getSceneManager()->getVideoDriver();
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// configure texture formats
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// configure texture formats
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video::ECOLOR_FORMAT color_format = video::ECF_A8R8G8B8;
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video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
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if (driver->queryTextureFormat(video::ECF_A16B16G16R16F))
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video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
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color_format = video::ECF_A16B16G16R16F;
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video::ECOLOR_FORMAT depth_format = video::ECF_D16; // fallback depth format
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if (driver->queryTextureFormat(video::ECF_D32))
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depth_format = video::ECF_D32;
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else if (driver->queryTextureFormat(video::ECF_D24S8))
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depth_format = video::ECF_D24S8;
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// init post-processing buffer
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// init post-processing buffer
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static const u8 TEXTURE_COLOR = 0;
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static const u8 TEXTURE_COLOR = 0;
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@ -4,6 +4,7 @@
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "sidebyside.h"
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#include "sidebyside.h"
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#include "client/client.h"
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#include "client/hud.h"
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#include "client/hud.h"
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#include "client/camera.h"
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#include "client/camera.h"
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@ -35,6 +36,11 @@ void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool h
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{
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{
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_DEPTH = 2;
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auto driver = client->getSceneManager()->getVideoDriver();
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video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
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video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
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v2f offset;
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v2f offset;
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if (horizontal) {
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if (horizontal) {
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@ -47,15 +53,17 @@ void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool h
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}
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}
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_LEFT, virtual_size_scale, "3d_render_left", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_LEFT, virtual_size_scale, "3d_render_left", color_format);
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buffer->setTexture(TEXTURE_RIGHT, virtual_size_scale, "3d_render_right", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_RIGHT, virtual_size_scale, "3d_render_right", color_format);
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buffer->setTexture(TEXTURE_DEPTH, virtual_size_scale, "3d_depthmap_sidebyside", depth_format);
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auto step3D = pipeline->own(create3DStage(client, virtual_size_scale));
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auto step3D = pipeline->own(create3DStage(client, virtual_size_scale));
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// eyes
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// eyes
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for (bool right : { false, true }) {
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for (bool right : { false, true }) {
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pipeline->addStep<OffsetCameraStep>(flipped ? !right : right);
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pipeline->addStep<OffsetCameraStep>(flipped ? !right : right);
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auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
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auto output = pipeline->createOwned<TextureBufferOutput>(
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buffer, std::vector<u8> {right ? TEXTURE_RIGHT : TEXTURE_LEFT}, TEXTURE_DEPTH);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep(step3D);
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<DrawWield>();
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