/* =========================================================================== Copyright (C) 2006 Kirk Barnes Copyright (C) 2006-2008 Robert Beckebans Copyright (C) 2015-2019 GrangerHub This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. Tremulous 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, see =========================================================================== */ // tr_fbo.c #include "tr_local.h" #include "tr_dsa.h" /* ============= R_CheckFBO ============= */ bool R_CheckFBO(const FBO_t * fbo) { GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER); if(code == GL_FRAMEBUFFER_COMPLETE) return true; // an error occured switch (code) { case GL_FRAMEBUFFER_UNSUPPORTED: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name); break; default: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code); break; } return false; } /* ============ FBO_Create ============ */ FBO_t *FBO_Create(const char *name, int width, int height) { FBO_t *fbo; if(strlen(name) >= MAX_QPATH) { ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name); } if(width <= 0 || width > glRefConfig.maxRenderbufferSize) { ri.Error(ERR_DROP, "FBO_Create: bad width %i", width); } if(height <= 0 || height > glRefConfig.maxRenderbufferSize) { ri.Error(ERR_DROP, "FBO_Create: bad height %i", height); } if(tr.numFBOs == MAX_FBOS) { ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit"); } fbo = tr.fbos[tr.numFBOs] = (FBO_t*)ri.Hunk_Alloc(sizeof(*fbo), h_low); Q_strncpyz(fbo->name, name, sizeof(fbo->name)); fbo->index = tr.numFBOs++; fbo->width = width; fbo->height = height; qglGenFramebuffers(1, &fbo->frameBuffer); return fbo; } /* ================= FBO_CreateBuffer ================= */ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample) { uint32_t *pRenderBuffer; GLenum attachment; bool absent; switch(format) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: case GL_RGB16F_ARB: case GL_RGBA16F_ARB: case GL_RGB32F_ARB: case GL_RGBA32F_ARB: fbo->colorFormat = format; pRenderBuffer = &fbo->colorBuffers[index]; attachment = GL_COLOR_ATTACHMENT0 + index; break; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16_ARB: case GL_DEPTH_COMPONENT24_ARB: case GL_DEPTH_COMPONENT32_ARB: fbo->depthFormat = format; pRenderBuffer = &fbo->depthBuffer; attachment = GL_DEPTH_ATTACHMENT; break; case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1: case GL_STENCIL_INDEX4: case GL_STENCIL_INDEX8: case GL_STENCIL_INDEX16: fbo->stencilFormat = format; pRenderBuffer = &fbo->stencilBuffer; attachment = GL_STENCIL_ATTACHMENT; break; case GL_DEPTH_STENCIL: case GL_DEPTH24_STENCIL8: fbo->packedDepthStencilFormat = format; pRenderBuffer = &fbo->packedDepthStencilBuffer; attachment = 0; // special for stencil and depth break; default: ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format); return; } absent = *pRenderBuffer == 0; if (absent) qglGenRenderbuffers(1, pRenderBuffer); if (multisample && glRefConfig.framebufferMultisample) qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height); else qglNamedRenderbufferStorageEXT(*pRenderBuffer, format, fbo->width, fbo->height); if(absent) { if (attachment == 0) { qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); } else { qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER, *pRenderBuffer); } } } /* ================= FBO_AttachImage ================= */ void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside) { GLenum target = GL_TEXTURE_2D; int index; if (image->flags & IMGFLAG_CUBEMAP) target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside; qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0); index = attachment - GL_COLOR_ATTACHMENT0; if (index >= 0 && index <= 15) fbo->colorImage[index] = image; } /* ============ FBO_Bind ============ */ void FBO_Bind(FBO_t * fbo) { if (!glRefConfig.framebufferObject) { ri.Printf(PRINT_WARNING, "FBO_Bind() called without framebuffers enabled!\n"); return; } if (glState.currentFBO == fbo) return; if (r_logFile->integer) { // don't just call LogComment, or we will get a call to va() every frame! GLimp_LogComment((char*)va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL")); } GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0); glState.currentFBO = fbo; } /* ============ FBO_Init ============ */ void FBO_Init(void) { int i; int hdrFormat, multisample = 0; ri.Printf(PRINT_ALL, "------- FBO_Init -------\n"); if(!glRefConfig.framebufferObject) return; tr.numFBOs = 0; GL_CheckErrors(); R_IssuePendingRenderCommands(); hdrFormat = GL_RGBA8; if (r_hdr->integer && glRefConfig.textureFloat) hdrFormat = GL_RGBA16F_ARB; if (glRefConfig.framebufferMultisample) qglGetIntegerv(GL_MAX_SAMPLES, &multisample); if (r_ext_framebuffer_multisample->integer < multisample) multisample = r_ext_framebuffer_multisample->integer; if (multisample < 2 || !glRefConfig.framebufferBlit) multisample = 0; if (multisample != r_ext_framebuffer_multisample->integer) ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); // only create a render FBO if we need to resolve MSAA or do HDR // otherwise just render straight to the screen (tr.renderFbo = NULL) if (multisample && glRefConfig.framebufferMultisample) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample); FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample); R_CheckFBO(tr.renderFbo); tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.msaaResolveFbo); } else if (r_hdr->integer) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.renderFbo); } // clear render buffer // this fixes the corrupt screen bug with r_hdr 1 on older hardware if (tr.renderFbo) { GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } if (tr.screenScratchImage) { tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height); FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0); FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.screenScratchFbo); } if (tr.sunRaysImage) { tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0); FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.sunRaysFbo); } if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0]) { for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) { tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); // FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.pshadowFbos[i]); } } if (tr.sunShadowDepthImage[0]) { for (i = 0; i < 4; i++) { tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments // This at least gets sun shadows working on older GPUs (Intel) FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0); R_CheckFBO(tr.sunShadowFbo[i]); } } if (tr.screenShadowImage) { tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.screenShadowFbo); } if (tr.textureScratchImage[0]) { for (i = 0; i < 2; i++) { tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height); FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.textureScratchFbo[i]); } } if (tr.calcLevelsImage) { tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height); FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.calcLevelsFbo); } if (tr.targetLevelsImage) { tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height); FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.targetLevelsFbo); } if (tr.quarterImage[0]) { for (i = 0; i < 2; i++) { tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height); FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.quarterFbo[i]); } } if (tr.hdrDepthImage) { tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.hdrDepthFbo); } if (tr.screenSsaoImage) { tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height); FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0); R_CheckFBO(tr.screenSsaoFbo); } if (tr.renderCubeImage) { tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height); FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0); FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_CheckFBO(tr.renderCubeFbo); } GL_CheckErrors(); GL_BindFramebuffer(GL_FRAMEBUFFER, 0); glState.currentFBO = NULL; } /* ============ FBO_Shutdown ============ */ void FBO_Shutdown(void) { int i, j; FBO_t *fbo; ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n"); if(!glRefConfig.framebufferObject) return; FBO_Bind(NULL); for(i = 0; i < tr.numFBOs; i++) { fbo = tr.fbos[i]; for(j = 0; j < glRefConfig.maxColorAttachments; j++) { if(fbo->colorBuffers[j]) qglDeleteRenderbuffers(1, &fbo->colorBuffers[j]); } if(fbo->depthBuffer) qglDeleteRenderbuffers(1, &fbo->depthBuffer); if(fbo->stencilBuffer) qglDeleteRenderbuffers(1, &fbo->stencilBuffer); if(fbo->frameBuffer) qglDeleteFramebuffers(1, &fbo->frameBuffer); } } /* ============ R_FBOList_f ============ */ void R_FBOList_f(void) { int i; FBO_t *fbo; if(!glRefConfig.framebufferObject) { ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n"); return; } ri.Printf(PRINT_ALL, " size name\n"); ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); for(i = 0; i < tr.numFBOs; i++) { fbo = tr.fbos[i]; ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name); } ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs); } void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) { ivec4_t dstBox; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; FBO_t *oldFbo = glState.currentFBO; mat4_t projection; int width, height; if (!src) { ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n"); return; } width = dst ? dst->width : glConfig.vidWidth; height = dst ? dst->height : glConfig.vidHeight; if (inSrcTexCorners) { VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]); VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]); VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]); VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]); } else { VectorSet2(texCoords[0], 0.0f, 1.0f); VectorSet2(texCoords[1], 1.0f, 1.0f); VectorSet2(texCoords[2], 1.0f, 0.0f); VectorSet2(texCoords[3], 0.0f, 0.0f); } // framebuffers are 0 bottom, Y up. if (inDstBox) { dstBox[0] = inDstBox[0]; dstBox[1] = height - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = height - inDstBox[1]; } else { VectorSet4(dstBox, 0, height, width, 0); } if (inSrcTexScale) { VectorCopy2(inSrcTexScale, invTexRes); } else { VectorSet2(invTexRes, 1.0f, 1.0f); } if (inColor) { VectorCopy4(inColor, color); } else { VectorCopy4(colorWhite, color); } if (!shaderProgram) { shaderProgram = &tr.textureColorShader; } FBO_Bind(dst); qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); Mat4Ortho(0, width, height, 0, 0, 1, projection); GL_Cull( CT_TWO_SIDED ); GL_BindToTMU(src, TB_COLORMAP); VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f); VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f); VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f); VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f); invTexRes[0] /= src->width; invTexRes[1] /= src->height; GL_State( blend ); GLSL_BindProgram(shaderProgram); GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); RB_InstantQuad2(quadVerts, texCoords); FBO_Bind(oldFbo); } void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) { vec4_t srcTexCorners; if (!src) { ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n"); return; } if (inSrcBox) { srcTexCorners[0] = inSrcBox[0] / (float)src->width; srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height; srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width; srcTexCorners[3] = inSrcBox[1] / (float)src->height; } else { VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f); } FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE); } void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter) { ivec4_t srcBoxFinal, dstBoxFinal; GLuint srcFb, dstFb; if (!glRefConfig.framebufferBlit) { FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0); return; } srcFb = src ? src->frameBuffer : 0; dstFb = dst ? dst->frameBuffer : 0; if (!srcBox) { int width = src ? src->width : glConfig.vidWidth; int height = src ? src->height : glConfig.vidHeight; VectorSet4(srcBoxFinal, 0, 0, width, height); } else { VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]); } if (!dstBox) { int width = dst ? dst->width : glConfig.vidWidth; int height = dst ? dst->height : glConfig.vidHeight; VectorSet4(dstBoxFinal, 0, 0, width, height); } else { VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]); } GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb); GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb); qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3], dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3], buffers, filter); GL_BindFramebuffer(GL_FRAMEBUFFER, 0); glState.currentFBO = NULL; }