Add MSAA support for WebXR
This commit is contained in:
parent
a311a4b162
commit
275c496bc8
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@ -99,8 +99,14 @@ Config::Config() {
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msaa_supported = extensions.has("GL_EXT_framebuffer_multisample");
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#endif
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#ifndef IOS_ENABLED
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#ifdef WEB_ENABLED
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msaa_multiview_supported = extensions.has("OCULUS_multiview");
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rt_msaa_multiview_supported = msaa_multiview_supported;
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#else
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msaa_multiview_supported = extensions.has("GL_EXT_multiview_texture_multisample");
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multiview_supported = extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
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#endif
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multiview_supported = extensions.has("OCULUS_multiview") || extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
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#endif
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#ifdef ANDROID_ENABLED
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@ -51,10 +51,42 @@ RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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free_render_buffer_data();
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}
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void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
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if (p_view_count > 1) {
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if (p_samples > 1) {
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
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#endif
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} else {
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#ifndef IOS_ENABLED
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
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#endif
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}
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} else {
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if (p_samples > 1) {
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#ifdef ANDROID_ENABLED
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
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#else
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ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
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#endif
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
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}
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}
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}
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GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
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FBDEF new_fbo;
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#ifdef ANDROID_ENABLED
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
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// There shouldn't be more then 3 entries in this...
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for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
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if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
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@ -68,13 +100,7 @@ GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_dept
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glGenFramebuffers(1, &new_fbo.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
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if (p_view_count > 1) {
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
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} else {
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
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}
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_rt_attach_textures(p_color, p_depth, p_samples, p_view_count);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -317,8 +343,6 @@ void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p
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// hence we'll use our FBO cache here.
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msaa3d.needs_resolve = false;
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msaa3d.check_fbo_cache = true;
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#endif
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#ifdef ANDROID_ENABLED
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} else if (use_internal_buffer) {
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// We can combine MSAA and scaling/effects.
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msaa3d.needs_resolve = false;
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@ -329,13 +353,7 @@ void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p
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glGenFramebuffers(1, &msaa3d.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
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if (use_multiview) {
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, msaa3d.samples, 0, view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, msaa3d.samples, 0, view_count);
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} else {
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, internal3d.color, 0, msaa3d.samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, internal3d.depth, 0, msaa3d.samples);
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}
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_rt_attach_textures(internal3d.color, internal3d.depth, msaa3d.samples, view_count);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -515,13 +533,14 @@ void RenderSceneBuffersGLES3::free_render_buffer_data() {
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}
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GLuint RenderSceneBuffersGLES3::get_render_fbo() {
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if (msaa3d.check_fbo_cache) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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GLuint rt_fbo = 0;
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if (msaa3d.check_fbo_cache) {
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GLuint color = texture_storage->render_target_get_color(render_target);
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GLuint depth = texture_storage->render_target_get_depth(render_target);
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return _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
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rt_fbo = _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
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} else if (msaa3d.fbo != 0) {
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// We have an MSAA fbo, render to our MSAA buffer
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return msaa3d.fbo;
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@ -529,10 +548,19 @@ GLuint RenderSceneBuffersGLES3::get_render_fbo() {
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// We have an internal buffer, render to our internal buffer!
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return internal3d.fbo;
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} else {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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return texture_storage->render_target_get_fbo(render_target);
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rt_fbo = texture_storage->render_target_get_fbo(render_target);
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}
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if (texture_storage->render_target_is_reattach_textures(render_target)) {
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GLuint color = texture_storage->render_target_get_color(render_target);
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GLuint depth = texture_storage->render_target_get_depth(render_target);
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glBindFramebuffer(GL_FRAMEBUFFER, rt_fbo);
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_rt_attach_textures(color, depth, msaa3d.samples, view_count);
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glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
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}
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return rt_fbo;
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}
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#endif // GLES3_ENABLED
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@ -95,6 +95,7 @@ private:
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void _clear_intermediate_buffers();
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void _clear_back_buffers();
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void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
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GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
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public:
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@ -2320,6 +2320,20 @@ GLuint TextureStorage::render_target_get_depth(RID p_render_target) const {
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}
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}
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void TextureStorage::render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const {
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RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
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ERR_FAIL_NULL(rt);
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rt->reattach_textures = p_reattach_textures;
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}
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bool TextureStorage::render_target_is_reattach_textures(RID p_render_target) const {
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RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
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ERR_FAIL_NULL_V(rt, false);
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return rt->reattach_textures;
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}
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void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
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RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
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ERR_FAIL_NULL(rt);
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@ -365,6 +365,7 @@ struct RenderTarget {
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bool used_in_frame = false;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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bool reattach_textures = false;
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struct RTOverridden {
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bool is_overridden = false;
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@ -639,6 +640,8 @@ public:
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GLuint render_target_get_fbo(RID p_render_target) const;
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GLuint render_target_get_color(RID p_render_target) const;
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GLuint render_target_get_depth(RID p_render_target) const;
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void render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const;
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bool render_target_is_reattach_textures(RID p_render_target) const;
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virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
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virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
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@ -309,7 +309,7 @@ void WebXRInterfaceJS::uninitialize() {
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godot_webxr_uninitialize();
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GLES3::TextureStorage *texture_storage = dynamic_cast<GLES3::TextureStorage *>(RSG::texture_storage);
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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if (texture_storage != nullptr) {
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for (KeyValue<unsigned int, RID> &E : texture_cache) {
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// Forcibly mark as not part of a render target so we can free it.
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@ -438,16 +438,11 @@ Projection WebXRInterfaceJS::get_projection_for_view(uint32_t p_view, double p_a
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}
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bool WebXRInterfaceJS::pre_draw_viewport(RID p_render_target) {
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GLES3::TextureStorage *texture_storage = dynamic_cast<GLES3::TextureStorage *>(RSG::texture_storage);
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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if (texture_storage == nullptr) {
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return false;
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}
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GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
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if (rt == nullptr) {
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return false;
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}
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// Cache the resources so we don't have to get them from JS twice.
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color_texture = _get_color_texture();
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depth_texture = _get_depth_texture();
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@ -460,23 +455,9 @@ bool WebXRInterfaceJS::pre_draw_viewport(RID p_render_target) {
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//
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// See: https://immersive-web.github.io/layers/#xropaquetextures
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//
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// This is why we're doing this sort of silly check: if the color and depth
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// textures are the same this frame as last frame, we need to attach them
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// again, despite the fact that the GLuint for them hasn't changed.
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if (rt->overridden.is_overridden && rt->overridden.color == color_texture && rt->overridden.depth == depth_texture) {
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GLES3::Config *config = GLES3::Config::get_singleton();
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bool use_multiview = rt->view_count > 1 && config->multiview_supported;
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glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count);
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
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}
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// So, even if the color and depth textures have the same GLuint as the last
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// frame, we need to re-attach them again.
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texture_storage->render_target_set_reattach_textures(p_render_target, true);
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return true;
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}
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@ -484,7 +465,12 @@ bool WebXRInterfaceJS::pre_draw_viewport(RID p_render_target) {
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Vector<BlitToScreen> WebXRInterfaceJS::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) {
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Vector<BlitToScreen> blit_to_screen;
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// We don't need to do anything here.
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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if (texture_storage == nullptr) {
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return blit_to_screen;
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}
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texture_storage->render_target_set_reattach_textures(p_render_target, false);
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return blit_to_screen;
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};
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@ -513,7 +499,7 @@ RID WebXRInterfaceJS::_get_texture(unsigned int p_texture_id) {
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return cache->get();
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}
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GLES3::TextureStorage *texture_storage = dynamic_cast<GLES3::TextureStorage *>(RSG::texture_storage);
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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if (texture_storage == nullptr) {
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return RID();
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}
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@ -44,9 +44,11 @@ extern "C" {
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#endif
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void godot_webgl2_glFramebufferTextureMultiviewOVR(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews);
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void godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR(GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews);
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void godot_webgl2_glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
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#define glFramebufferTextureMultiviewOVR godot_webgl2_glFramebufferTextureMultiviewOVR
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#define glFramebufferTextureMultisampleMultiviewOVR godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR
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#ifdef __cplusplus
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}
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@ -34,3 +34,19 @@ OVR_multiview2.prototype.FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR;
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* @return {void}
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*/
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OVR_multiview2.prototype.framebufferTextureMultiviewOVR = function(target, attachment, texture, level, baseViewIndex, numViews) {};
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/**
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* @constructor OCULUS_multiview
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*/
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function OCULUS_multiview() {}
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/**
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* @param {number} target
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* @param {number} attachment
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* @param {WebGLTexture} texture
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* @param {number} level
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* @param {number} baseViewIndex
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* @param {number} numViews
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* @return {void}
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*/
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OCULUS_multiview.prototype.framebufferTextureMultisampleMultiviewOVR = function(target, attachment, texture, level, samples, baseViewIndex, numViews) {};
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@ -61,6 +61,23 @@ const GodotWebGL2 = {
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const /** OVR_multiview2 */ ext = context.multiviewExt;
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ext.framebufferTextureMultiviewOVR(target, attachment, GL.textures[texture], level, base_view_index, num_views);
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},
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godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
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godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__proxy: 'sync',
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godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__sig: 'viiiiiii',
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godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR: function (target, attachment, texture, level, samples, base_view_index, num_views) {
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const context = GL.currentContext;
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if (typeof context.oculusMultiviewExt === 'undefined') {
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const /** OCULUS_multiview */ ext = context.GLctx.getExtension('OCULUS_multiview');
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if (!ext) {
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GodotRuntime.error('Trying to call glFramebufferTextureMultisampleMultiviewOVR() without the OCULUS_multiview extension');
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return;
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}
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context.oculusMultiviewExt = ext;
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}
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const /** OCULUS_multiview */ ext = context.oculusMultiviewExt;
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ext.framebufferTextureMultisampleMultiviewOVR(target, attachment, GL.textures[texture], level, samples, base_view_index, num_views);
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},
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};
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autoAddDeps(GodotWebGL2, '$GodotWebGL2');
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