Merge pull request #33518 from BastiaanOlij/msaa_ext_modes

Add MSAA mode for Quest
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Rémi Verschelde 2019-11-11 11:46:50 +01:00 committed by GitHub
commit 4b8feff594
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8 changed files with 60 additions and 14 deletions

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@ -4238,6 +4238,12 @@
<constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA"> <constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA">
Multisample antialiasing is set to 16×. Multisample antialiasing is set to 16×.
</constant> </constant>
<constant name="VIEWPORT_MSAA_EXT_2X" value="5" enum="ViewportMSAA">
Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 VR for the Oculus Quest.
</constant>
<constant name="VIEWPORT_MSAA_EXT_4X" value="6" enum="ViewportMSAA">
Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 VR for the Oculus Quest.
</constant>
<constant name="VIEWPORT_USAGE_2D" value="0" enum="ViewportUsage"> <constant name="VIEWPORT_USAGE_2D" value="0" enum="ViewportUsage">
The Viewport does not render 3D but samples. The Viewport does not render 3D but samples.
</constant> </constant>

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@ -4694,7 +4694,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
/* For MSAA */ /* For MSAA */
#ifndef JAVASCRIPT_ENABLED #ifndef JAVASCRIPT_ENABLED
if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) { if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) {
rt->multisample_active = true; rt->multisample_active = true;
@ -5090,6 +5090,11 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
// free this // free this
glDeleteFramebuffers(1, &rt->external.fbo); glDeleteFramebuffers(1, &rt->external.fbo);
// and this
if (rt->external.depth != 0) {
glDeleteRenderbuffers(1, &rt->external.depth);
}
// clean up our texture // clean up our texture
Texture *t = texture_owner.get(rt->external.texture); Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0; t->alloc_height = 0;
@ -5102,6 +5107,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
rt->external.fbo = 0; rt->external.fbo = 0;
rt->external.color = 0; rt->external.color = 0;
rt->external.depth = 0;
} }
} else { } else {
Texture *t; Texture *t;
@ -5136,6 +5142,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->render_target = rt; t->render_target = rt;
rt->external.texture = texture_owner.make_rid(t); rt->external.texture = texture_owner.make_rid(t);
} else { } else {
// bind our frame buffer // bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
@ -5154,16 +5161,42 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->alloc_height = rt->width; t->alloc_height = rt->width;
t->alloc_width = rt->height; t->alloc_width = rt->height;
// is there a point to setting the internal formats? we don't know them.. // Switch our texture on our frame buffer
#if ANDROID_ENABLED
if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
// of the GPU we can do a single render pass by rendering directly into our texture chains
// texture and apply MSAA as we render.
// set our texture as the destination for our framebuffer // On any other hardware these two modes are ignored and we do not have any MSAA,
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); // the normal MSAA modes need to be used to enable our two pass approach
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :) static const int msaa_value[] = { 2, 4 };
if (config.support_depth_texture) { int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X];
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else { if (rt->external.depth == 0) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
glGenRenderbuffers(1, &rt->external.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth);
}
// and set our external texture as the texture...
glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
} else
#endif
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
if (config.support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
} }
// check status and unbind // check status and unbind

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@ -1182,10 +1182,13 @@ public:
struct External { struct External {
GLuint fbo; GLuint fbo;
GLuint color; GLuint color;
GLuint depth;
RID texture; RID texture;
External() : External() :
fbo(0) { fbo(0),
color(0),
depth(0) {
} }
} external; } external;

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@ -6961,7 +6961,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
rt->buffers.active = true; rt->buffers.active = true;
static const int msaa_value[] = { 0, 2, 4, 8, 16 }; static const int msaa_value[] = { 0, 2, 4, 8, 16, 4, 16 }; // MSAA_EXT_nX is a GLES2 temporary hack ignored in GLES3 for now...
int msaa = msaa_value[rt->msaa]; int msaa = msaa_value[rt->msaa];
int max_samples = 0; int max_samples = 0;

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@ -2066,7 +2066,7 @@ SceneTree::SceneTree() {
int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8); int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,or_greater")); //next_power_of_2 will return a 0 as min value ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,or_greater")); //next_power_of_2 will return a 0 as min value
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0); int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,External 2x,External 4x"));
root->set_msaa(Viewport::MSAA(msaa_mode)); root->set_msaa(Viewport::MSAA(msaa_mode));
GLOBAL_DEF("rendering/quality/depth/hdr", true); GLOBAL_DEF("rendering/quality/depth/hdr", true);

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@ -2955,7 +2955,7 @@ int Viewport::gui_get_canvas_sort_index() {
void Viewport::set_msaa(MSAA p_msaa) { void Viewport::set_msaa(MSAA p_msaa) {
ERR_FAIL_INDEX(p_msaa, 5); ERR_FAIL_INDEX(p_msaa, 7);
if (msaa == p_msaa) if (msaa == p_msaa)
return; return;
msaa = p_msaa; msaa = p_msaa;
@ -3187,7 +3187,7 @@ void Viewport::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");
ADD_GROUP("Rendering", ""); ADD_GROUP("Rendering", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"), "set_msaa", "get_msaa"); ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,External 2x,External 4x"), "set_msaa", "get_msaa");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "get_hdr"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "get_hdr");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_3d_linear"), "set_keep_3d_linear", "get_keep_3d_linear"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_3d_linear"), "set_keep_3d_linear", "get_keep_3d_linear");

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@ -2171,6 +2171,8 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_2X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_4X);
BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D);
BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING);

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@ -658,6 +658,8 @@ public:
VIEWPORT_MSAA_4X, VIEWPORT_MSAA_4X,
VIEWPORT_MSAA_8X, VIEWPORT_MSAA_8X,
VIEWPORT_MSAA_16X, VIEWPORT_MSAA_16X,
VIEWPORT_MSAA_EXT_2X,
VIEWPORT_MSAA_EXT_4X,
}; };
virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;