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apply same logic to render targets, remove UB

This commit is contained in:
Cody Glassman 2023-11-10 21:22:11 -08:00
parent dec120f38c
commit 85fcfbafda
8 changed files with 76 additions and 30 deletions

View file

@ -196,6 +196,39 @@ namespace MWRender
}
};
// When textures are created (or resized) we need to either dirty them and/or clear them.
// Otherwise, there will be undefined behavior when reading from a texture that has yet to be written to in a
// later pass.
for (const auto& attachment : mDirtyAttachments)
{
const auto [w, h]
= attachment.mSize.get(mTextureScene->getTextureWidth(), mTextureScene->getTextureHeight());
attachment.mTarget->setTextureSize(w, h);
if (attachment.mMipMap)
attachment.mTarget->setNumMipmapLevels(osg::Image::computeNumberOfMipmapLevels(w, h));
attachment.mTarget->dirtyTextureObject();
osg::ref_ptr<osg::FrameBufferObject> fbo = new osg::FrameBufferObject;
fbo->setAttachment(
osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(attachment.mTarget));
fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
glViewport(0, 0, attachment.mTarget->getTextureWidth(), attachment.mTarget->getTextureHeight());
state.haveAppliedAttribute(osg::StateAttribute::VIEWPORT);
glClearColor(attachment.mClearColor.r(), attachment.mClearColor.g(), attachment.mClearColor.b(),
attachment.mClearColor.a());
glClear(GL_COLOR_BUFFER_BIT);
if (attachment.mTarget->getNumMipmapLevels() > 0)
{
state.setActiveTextureUnit(0);
state.applyTextureAttribute(0, attachment.mTarget);
ext->glGenerateMipmap(GL_TEXTURE_2D);
}
}
for (const size_t& index : filtered)
{
const auto& node = mPasses[index];
@ -239,16 +272,11 @@ namespace MWRender
if (pass.mRenderTarget)
{
if (mDirtyAttachments)
if (mDirtyAttachments.size() > 0)
{
const auto [w, h]
= pass.mSize.get(mTextureScene->getTextureWidth(), mTextureScene->getTextureHeight());
pass.mRenderTexture->setTextureSize(w, h);
if (pass.mMipMap)
pass.mRenderTexture->setNumMipmapLevels(osg::Image::computeNumberOfMipmapLevels(w, h));
pass.mRenderTexture->dirtyTextureObject();
// Custom render targets must be shared between frame ids, so it's impossible to double buffer
// without expensive copies. That means the only thread-safe place to resize is in the draw
// thread.
@ -265,7 +293,6 @@ namespace MWRender
if (pass.mRenderTexture->getNumMipmapLevels() > 0)
{
state.setActiveTextureUnit(0);
state.applyTextureAttribute(0,
pass.mRenderTarget->getAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0)
@ -336,7 +363,6 @@ namespace MWRender
bindDestinationFbo();
}
if (mDirtyAttachments)
mDirtyAttachments = false;
mDirtyAttachments.clear();
}
}

View file

@ -31,7 +31,10 @@ namespace MWRender
void dirty() { mDirty = true; }
void resizeRenderTargets() { mDirtyAttachments = true; }
void setDirtyAttachments(const std::vector<fx::Types::RenderTarget>& attachments)
{
mDirtyAttachments = attachments;
}
const fx::DispatchArray& getPasses() { return mPasses; }
@ -68,7 +71,7 @@ namespace MWRender
osg::ref_ptr<osg::Texture> mTextureNormals;
mutable bool mDirty = false;
mutable bool mDirtyAttachments = false;
mutable std::vector<fx::Types::RenderTarget> mDirtyAttachments;
mutable osg::ref_ptr<osg::Viewport> mRenderViewport;
mutable osg::ref_ptr<osg::FrameBufferObject> mMultiviewResolveFramebuffer;
mutable osg::ref_ptr<osg::FrameBufferObject> mDestinationFBO;

View file

@ -541,6 +541,8 @@ namespace MWRender
mNormals = false;
mPassLights = false;
std::vector<fx::Types::RenderTarget> attachmentsToDirty;
for (const auto& technique : mTechniques)
{
if (!technique->isValid())
@ -617,7 +619,7 @@ namespace MWRender
if (!pass->getTarget().empty())
{
const auto& renderTarget = technique->getRenderTargetsMap()[pass->getTarget()];
auto& renderTarget = technique->getRenderTargetsMap()[pass->getTarget()];
subPass.mSize = renderTarget.mSize;
subPass.mRenderTexture = renderTarget.mTarget;
subPass.mMipMap = renderTarget.mMipMap;
@ -628,13 +630,27 @@ namespace MWRender
const auto [w, h] = renderTarget.mSize.get(renderWidth(), renderHeight());
subPass.mStateSet->setAttributeAndModes(new osg::Viewport(0, 0, w, h));
if (std::find_if(attachmentsToDirty.cbegin(), attachmentsToDirty.cend(),
[renderTarget](const auto& rt) { return renderTarget.mTarget == rt.mTarget; })
== attachmentsToDirty.cend())
{
attachmentsToDirty.push_back(fx::Types::RenderTarget(renderTarget));
}
}
for (const auto& name : pass->getRenderTargets())
{
subPass.mStateSet->setTextureAttribute(subTexUnit, technique->getRenderTargetsMap()[name].mTarget);
auto& renderTarget = technique->getRenderTargetsMap()[name];
subPass.mStateSet->setTextureAttribute(subTexUnit, renderTarget.mTarget);
subPass.mStateSet->addUniform(new osg::Uniform(name.c_str(), subTexUnit));
if (std::find_if(attachmentsToDirty.cbegin(), attachmentsToDirty.cend(),
[renderTarget](const auto& rt) { return renderTarget.mTarget == rt.mTarget; })
== attachmentsToDirty.cend())
{
attachmentsToDirty.push_back(fx::Types::RenderTarget(renderTarget));
}
subTexUnit++;
}
@ -654,7 +670,7 @@ namespace MWRender
mRendering.getSkyManager()->setSunglare(sunglare);
if (dirtyAttachments)
mCanvases[frameId]->resizeRenderTargets();
mCanvases[frameId]->setDirtyAttachments(attachmentsToDirty);
}
PostProcessor::Status PostProcessor::enableTechnique(
@ -668,7 +684,7 @@ namespace MWRender
int pos = std::min<int>(location.value_or(mTechniques.size()), mTechniques.size());
mTechniques.insert(mTechniques.begin() + pos, technique);
dirtyTechniques();
dirtyTechniques(Settings::ShaderManager::get().getMode() == Settings::ShaderManager::Mode::Debug);
return Status_Toggled;
}

View file

@ -12,7 +12,6 @@
#include <osg/StateSet>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/clearcolor.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/settings/values.hpp>
#include <components/stereo/multiview.hpp>
@ -326,9 +325,6 @@ float omw_EstimateFogCoverageFromUV(vec2 uv)
if (mBlendEq)
stateSet->setAttributeAndModes(new osg::BlendEquation(mBlendEq.value()));
if (mClearColor)
stateSet->setAttributeAndModes(new SceneUtil::ClearColor(mClearColor.value(), GL_COLOR_BUFFER_BIT));
}
void Pass::dirty()

View file

@ -72,7 +72,6 @@ namespace fx
std::array<std::string, 3> mRenderTargets;
std::string mTarget;
std::optional<osg::Vec4f> mClearColor;
std::optional<osg::BlendFunc::BlendFuncMode> mBlendSource;
std::optional<osg::BlendFunc::BlendFuncMode> mBlendDest;

View file

@ -313,6 +313,8 @@ namespace fx
rt.mTarget->setSourceFormat(parseSourceFormat());
else if (key == "mipmaps")
rt.mMipMap = parseBool();
else if (key == "clear_color")
rt.mClearColor = parseVec<osg::Vec4f, Lexer::Vec4>();
else
error(Misc::StringUtils::format("unexpected key '%s'", std::string(key)));
@ -798,9 +800,6 @@ namespace fx
if (!pass)
pass = std::make_shared<fx::Pass>();
bool clear = true;
osg::Vec4f clearColor = { 1, 1, 1, 1 };
while (!isNext<Lexer::Eof>())
{
expect<Lexer::Literal>("invalid key in block header");
@ -844,10 +843,6 @@ namespace fx
if (blendEq != osg::BlendEquation::FUNC_ADD)
pass->mBlendEq = blendEq;
}
else if (key == "clear")
clear = parseBool();
else if (key == "clear_color")
clearColor = parseVec<osg::Vec4f, Lexer::Vec4>();
else
error(Misc::StringUtils::format("unrecognized key '%s' in block header", std::string(key)));
@ -865,9 +860,6 @@ namespace fx
return;
}
if (clear)
pass->mClearColor = clearColor;
error("malformed block header");
}

View file

@ -63,6 +63,17 @@ namespace fx
osg::ref_ptr<osg::Texture2D> mTarget = new osg::Texture2D;
SizeProxy mSize;
bool mMipMap = false;
osg::Vec4f mClearColor = osg::Vec4f(0.0, 0.0, 0.0, 1.0);
RenderTarget() = default;
RenderTarget(const RenderTarget& other)
: mTarget(other.mTarget)
, mSize(other.mSize)
, mMipMap(other.mMipMap)
, mClearColor(other.mClearColor)
{
}
};
template <class T>

View file

@ -539,6 +539,8 @@ is not wanted and you want a custom render target.
+------------------+---------------------+-----------------------------------------------------------------------------+
| mipmaps | boolean | Whether mipmaps should be generated every frame |
+------------------+---------------------+-----------------------------------------------------------------------------+
| clear_color | vec4 | The color the texture will be cleared to when it's first created |
+------------------+---------------------+-----------------------------------------------------------------------------+
To use the render target a pass must be assigned to it, along with any optional blend modes.
As a restriction, only three render targets can be bound per pass with ``rt1``, ``rt2``, ``rt3``, respectively.
@ -555,6 +557,7 @@ color buffer will accumulate.
source_format = rgb;
internal_format = rgb16f;
source_type = float;
clear_color = vec4(1,0,0,1);
}
fragment red(target=RT_Red,blend=(add, src_color, one), rt1=RT_Red) {