Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
This commit is contained in:
commit
4b8feff594
8 changed files with 60 additions and 14 deletions
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@ -4238,6 +4238,12 @@
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<constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA">
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Multisample antialiasing is set to 16×.
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</constant>
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<constant name="VIEWPORT_MSAA_EXT_2X" value="5" enum="ViewportMSAA">
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Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 VR for the Oculus Quest.
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</constant>
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<constant name="VIEWPORT_MSAA_EXT_4X" value="6" enum="ViewportMSAA">
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Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 VR for the Oculus Quest.
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</constant>
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<constant name="VIEWPORT_USAGE_2D" value="0" enum="ViewportUsage">
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The Viewport does not render 3D but samples.
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</constant>
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@ -4694,7 +4694,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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/* For MSAA */
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#ifndef JAVASCRIPT_ENABLED
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if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) {
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if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) {
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rt->multisample_active = true;
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@ -5090,6 +5090,11 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// and this
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if (rt->external.depth != 0) {
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glDeleteRenderbuffers(1, &rt->external.depth);
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}
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->alloc_height = 0;
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@ -5102,6 +5107,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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rt->external.fbo = 0;
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rt->external.color = 0;
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rt->external.depth = 0;
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}
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} else {
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Texture *t;
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@ -5136,6 +5142,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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t->render_target = rt;
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rt->external.texture = texture_owner.make_rid(t);
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} else {
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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@ -5154,16 +5161,42 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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t->alloc_height = rt->width;
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t->alloc_width = rt->height;
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// is there a point to setting the internal formats? we don't know them..
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// Switch our texture on our frame buffer
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#if ANDROID_ENABLED
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if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
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// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
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// of the GPU we can do a single render pass by rendering directly into our texture chains
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// texture and apply MSAA as we render.
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// set our texture as the destination for our framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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// On any other hardware these two modes are ignored and we do not have any MSAA,
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// the normal MSAA modes need to be used to enable our two pass approach
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// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
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if (config.support_depth_texture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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static const int msaa_value[] = { 2, 4 };
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int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X];
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if (rt->external.depth == 0) {
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// create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
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glGenRenderbuffers(1, &rt->external.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth);
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}
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// and set our external texture as the texture...
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glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
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} else
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#endif
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{
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// set our texture as the destination for our framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
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if (config.support_depth_texture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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}
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// check status and unbind
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@ -1182,10 +1182,13 @@ public:
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struct External {
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GLuint fbo;
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GLuint color;
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GLuint depth;
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RID texture;
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External() :
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fbo(0) {
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fbo(0),
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color(0),
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depth(0) {
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}
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} external;
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@ -6961,7 +6961,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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rt->buffers.active = true;
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static const int msaa_value[] = { 0, 2, 4, 8, 16 };
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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...
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int msaa = msaa_value[rt->msaa];
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int max_samples = 0;
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@ -2066,7 +2066,7 @@ SceneTree::SceneTree() {
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int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8);
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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
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int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
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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"));
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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"));
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root->set_msaa(Viewport::MSAA(msaa_mode));
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GLOBAL_DEF("rendering/quality/depth/hdr", true);
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@ -2955,7 +2955,7 @@ int Viewport::gui_get_canvas_sort_index() {
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void Viewport::set_msaa(MSAA p_msaa) {
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ERR_FAIL_INDEX(p_msaa, 5);
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ERR_FAIL_INDEX(p_msaa, 7);
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if (msaa == p_msaa)
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return;
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msaa = p_msaa;
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@ -3187,7 +3187,7 @@ void Viewport::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");
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ADD_GROUP("Rendering", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"), "set_msaa", "get_msaa");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,External 2x,External 4x"), "set_msaa", "get_msaa");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "get_hdr");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled");
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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() {
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BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
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BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
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BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
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BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_2X);
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BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_4X);
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BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D);
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BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING);
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@ -658,6 +658,8 @@ public:
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VIEWPORT_MSAA_4X,
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VIEWPORT_MSAA_8X,
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VIEWPORT_MSAA_16X,
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VIEWPORT_MSAA_EXT_2X,
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VIEWPORT_MSAA_EXT_4X,
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};
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virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
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