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Fix bloom with post_processing_texture_bits < 16
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7354cbe463
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@ -6,6 +6,7 @@
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#include "client/client.h"
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#include "client/hud.h"
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#include "IRenderTarget.h"
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#include "SColor.h"
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#include <vector>
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#include <memory>
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@ -122,10 +123,19 @@ bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefini
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if (!modify)
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return false;
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if (*texture)
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if (*texture) {
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m_driver->removeTexture(*texture);
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*texture = nullptr;
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}
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if (definition.valid) {
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if (!m_driver->queryTextureFormat(definition.format)) {
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errorstream << "Failed to create texture \"" << definition.name
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<< "\": unsupported format " << video::ColorFormatNames[definition.format]
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<< std::endl;
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return false;
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}
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if (definition.clear) {
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// We're not able to clear a render target texture
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// We're not able to create a normal texture with MSAA
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@ -142,9 +152,12 @@ bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefini
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} else {
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*texture = m_driver->addRenderTargetTexture(size, definition.name.c_str(), definition.format);
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}
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}
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else {
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*texture = nullptr;
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if (!*texture) {
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errorstream << "Failed to create texture \"" << definition.name
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<< "\"" << std::endl;
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return false;
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}
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}
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return true;
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@ -165,6 +165,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// Number of mipmap levels of the bloom downsampling texture
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const u8 MIPMAP_LEVELS = 4;
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// color_format can be a normalized integer format, but bloom requires
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// values outside of [0,1] so this needs to be a different one.
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const auto bloom_format = video::ECF_A16B16G16R16F;
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// post-processing stage
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@ -173,16 +176,16 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// common downsampling step for bloom or autoexposure
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if (enable_bloom || enable_auto_exposure) {
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v2f downscale = scale * 0.5;
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v2f downscale = scale * 0.5f;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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buffer->setTexture(TEXTURE_SCALE_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_SCALE_DOWN + i, downscale, std::string("downsample") + std::to_string(i), bloom_format);
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if (enable_bloom)
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buffer->setTexture(TEXTURE_SCALE_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
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downscale *= 0.5;
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buffer->setTexture(TEXTURE_SCALE_UP + i, downscale, std::string("upsample") + std::to_string(i), bloom_format);
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downscale *= 0.5f;
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}
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if (enable_bloom) {
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", bloom_format);
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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@ -571,7 +571,9 @@ void set_default_settings()
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// Note: OpenGL ES 2.0 is not guaranteed to provide depth textures,
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// which we would need for PP.
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settings->setDefault("enable_post_processing", "false");
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// still set these two settings in case someone wants to enable it
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settings->setDefault("debanding", "false");
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settings->setDefault("post_processing_texture_bits", "8");
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settings->setDefault("curl_verify_cert", "false");
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// Apply settings according to screen size
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