Renderer: Blit texture to window instead of using a full renderpass
This may improve performance and allow for render targets to customize how they blit the final texture (allowing for render-to-texture)
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@@ -146,6 +146,11 @@ namespace Nz
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context->BlitTexture(*command.source, *command.target, command.sourceBox, command.targetBox, command.filter);
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}
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const BlitTextureToWindowCommand& command)
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{
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context->BlitTextureToWindow(*command.source, command.sourceBox, command.targetBox, command.filter);
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}
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inline void OpenGLCommandBuffer::Execute(const GL::Context* /*context*/, const BuildTextureMipmapsCommand& command)
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{
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command.texture->GenerateMipmaps(command.baseLevel, command.levelCount);
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@@ -9,6 +9,7 @@
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderBinding.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLSwapchain.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLUploadPool.hpp>
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#include <NazaraUtils/StackArray.hpp>
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@@ -24,101 +25,114 @@ namespace Nz
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, const Recti& /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount)
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{
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), static_cast<const OpenGLRenderPass&>(renderPass), clearValues, clearValueCount);
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m_commandBuffer.SetFramebuffer(SafeCast<const OpenGLFramebuffer&>(framebuffer), SafeCast<const OpenGLRenderPass&>(renderPass), clearValues, clearValueCount);
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}
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void OpenGLCommandBufferBuilder::BindComputePipeline(const ComputePipeline& pipeline)
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{
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const OpenGLComputePipeline& glPipeline = static_cast<const OpenGLComputePipeline&>(pipeline);
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const OpenGLComputePipeline& glPipeline = SafeCast<const OpenGLComputePipeline&>(pipeline);
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m_commandBuffer.BindComputePipeline(&glPipeline);
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}
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void OpenGLCommandBufferBuilder::BindComputeShaderBinding(UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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const OpenGLShaderBinding& glBinding = SafeCast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindComputeShaderBinding(glBinding.GetOwner(), set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindComputeShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLRenderPipelineLayout& glPipelineLayout = static_cast<const OpenGLRenderPipelineLayout&>(pipelineLayout);
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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const OpenGLRenderPipelineLayout& glPipelineLayout = SafeCast<const OpenGLRenderPipelineLayout&>(pipelineLayout);
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const OpenGLShaderBinding& glBinding = SafeCast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindComputeShaderBinding(glPipelineLayout, set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindIndexBuffer(const RenderBuffer& indexBuffer, IndexType indexType, UInt64 offset)
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{
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const OpenGLBuffer& glBuffer = static_cast<const OpenGLBuffer&>(indexBuffer);
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const OpenGLBuffer& glBuffer = SafeCast<const OpenGLBuffer&>(indexBuffer);
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m_commandBuffer.BindIndexBuffer(glBuffer.GetBuffer().GetObjectId(), indexType, offset);
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}
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void OpenGLCommandBufferBuilder::BindRenderPipeline(const RenderPipeline& pipeline)
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{
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const OpenGLRenderPipeline& glPipeline = static_cast<const OpenGLRenderPipeline&>(pipeline);
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const OpenGLRenderPipeline& glPipeline = SafeCast<const OpenGLRenderPipeline&>(pipeline);
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m_commandBuffer.BindRenderPipeline(&glPipeline);
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}
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void OpenGLCommandBufferBuilder::BindRenderShaderBinding(UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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const OpenGLShaderBinding& glBinding = SafeCast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindRenderShaderBinding(glBinding.GetOwner(), set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindRenderShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLRenderPipelineLayout& glPipelineLayout = static_cast<const OpenGLRenderPipelineLayout&>(pipelineLayout);
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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const OpenGLRenderPipelineLayout& glPipelineLayout = SafeCast<const OpenGLRenderPipelineLayout&>(pipelineLayout);
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const OpenGLShaderBinding& glBinding = SafeCast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindRenderShaderBinding(glPipelineLayout, set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindVertexBuffer(UInt32 binding, const RenderBuffer& vertexBuffer, UInt64 offset)
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{
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const OpenGLBuffer& glBuffer = static_cast<const OpenGLBuffer&>(vertexBuffer);
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const OpenGLBuffer& glBuffer = SafeCast<const OpenGLBuffer&>(vertexBuffer);
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m_commandBuffer.BindVertexBuffer(binding, glBuffer.GetBuffer().GetObjectId(), offset);
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}
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void OpenGLCommandBufferBuilder::BlitTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout /*fromLayout*/, const Texture& toTexture, const Boxui& toBox, TextureLayout /*toLayout*/, SamplerFilter filter)
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{
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const OpenGLTexture& sourceTexture = static_cast<const OpenGLTexture&>(fromTexture);
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const OpenGLTexture& targetTexture = static_cast<const OpenGLTexture&>(toTexture);
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const OpenGLTexture& sourceTexture = SafeCast<const OpenGLTexture&>(fromTexture);
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const OpenGLTexture& targetTexture = SafeCast<const OpenGLTexture&>(toTexture);
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m_commandBuffer.BlitTexture(sourceTexture, fromBox, targetTexture, toBox, filter);
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}
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void OpenGLCommandBufferBuilder::BlitTextureToSwapchain(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Swapchain& swapchain, std::size_t imageIndex)
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{
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const OpenGLTexture& glTexture = SafeCast<const OpenGLTexture&>(fromTexture);
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const OpenGLSwapchain& glSwapchain = SafeCast<const OpenGLSwapchain&>(swapchain);
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Vector2ui swapchainSize = glSwapchain.GetSize();
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// We set the framebuffer to ensure the correct OpenGL context is activated (in case we're using multiple contextes)
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m_commandBuffer.SetFramebuffer(glSwapchain.GetFramebuffer(imageIndex), glSwapchain.GetRenderPass(), nullptr, 0);
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m_commandBuffer.BlitTextureToWindow(glTexture, fromBox, Boxui(0, 0, 0, swapchainSize.x, swapchainSize.y, 1), SamplerFilter::Linear);
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}
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void OpenGLCommandBufferBuilder::BuildMipmaps(Texture& texture, UInt8 baseLevel, UInt8 levelCount, PipelineStageFlags srcStageMask, PipelineStageFlags /*dstStageMask*/, MemoryAccessFlags /*srcAccessMask*/, MemoryAccessFlags /*dstAccessMask*/, TextureLayout /*oldLayout*/, TextureLayout /*newLayout*/)
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{
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OpenGLTexture& glTexture = static_cast<OpenGLTexture&>(texture);
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OpenGLTexture& glTexture = SafeCast<OpenGLTexture&>(texture);
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m_commandBuffer.BuildMipmaps(glTexture, baseLevel, levelCount);
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}
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void OpenGLCommandBufferBuilder::CopyBuffer(const RenderBufferView& source, const RenderBufferView& target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
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{
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OpenGLBuffer& sourceBuffer = *static_cast<OpenGLBuffer*>(source.GetBuffer());
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OpenGLBuffer& targetBuffer = *static_cast<OpenGLBuffer*>(target.GetBuffer());
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OpenGLBuffer& sourceBuffer = *SafeCast<OpenGLBuffer*>(source.GetBuffer());
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OpenGLBuffer& targetBuffer = *SafeCast<OpenGLBuffer*>(target.GetBuffer());
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m_commandBuffer.CopyBuffer(sourceBuffer.GetBuffer().GetObjectId(), targetBuffer.GetBuffer().GetObjectId(), size, sourceOffset + source.GetOffset(), targetOffset + target.GetOffset());
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}
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void OpenGLCommandBufferBuilder::CopyBuffer(const UploadPool::Allocation& allocation, const RenderBufferView& target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
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{
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OpenGLBuffer& targetBuffer = *static_cast<OpenGLBuffer*>(target.GetBuffer());
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OpenGLBuffer& targetBuffer = *SafeCast<OpenGLBuffer*>(target.GetBuffer());
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m_commandBuffer.CopyBuffer(allocation, targetBuffer.GetBuffer().GetObjectId(), size, sourceOffset, target.GetOffset() + targetOffset);
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}
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void OpenGLCommandBufferBuilder::CopyTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout /*fromLayout*/, const Texture& toTexture, const Vector3ui& toPos, TextureLayout /*toLayout*/)
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{
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const OpenGLTexture& sourceTexture = static_cast<const OpenGLTexture&>(fromTexture);
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const OpenGLTexture& targetTexture = static_cast<const OpenGLTexture&>(toTexture);
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const OpenGLTexture& sourceTexture = SafeCast<const OpenGLTexture&>(fromTexture);
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const OpenGLTexture& targetTexture = SafeCast<const OpenGLTexture&>(toTexture);
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m_commandBuffer.CopyTexture(sourceTexture, fromBox, targetTexture, toPos);
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}
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@@ -12,6 +12,7 @@
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namespace Nz
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{
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OpenGLRenderImage::OpenGLRenderImage(OpenGLSwapchain& owner) :
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RenderImage(owner.GetDevice()),
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m_owner(owner),
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m_uploadPool(2 * 1024 * 1024)
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{
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@@ -12,6 +12,7 @@ namespace Nz
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{
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OpenGLSwapchain::OpenGLSwapchain(OpenGLDevice& device, WindowHandle windowHandle, const Vector2ui& windowSize, const SwapchainParameters& parameters) :
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m_currentFrame(0),
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m_device(device),
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m_framebuffer(*this),
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m_size(windowSize),
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m_sizeInvalidated(false)
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@@ -22,7 +23,7 @@ namespace Nz
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#endif
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//TODO: Pass swapchain parameters to context
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m_context = device.CreateContext(contextParams, windowHandle);
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m_context = m_device.CreateContext(contextParams, windowHandle);
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if (!m_context)
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throw std::runtime_error("failed to create swapchain context");
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@@ -310,7 +310,7 @@ namespace Nz::GL
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}
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}
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bool Context::BlitTexture(const OpenGLTexture& texture, const OpenGLTexture& destination, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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bool Context::BlitTexture(const OpenGLTexture& source, const OpenGLTexture& destination, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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{
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if (!m_blitFramebuffers && !InitializeBlitFramebuffers())
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return false;
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@@ -363,7 +363,7 @@ namespace Nz::GL
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};
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// Attach textures to color attachment
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BindTexture(m_blitFramebuffers->readFBO, texture);
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BindTexture(m_blitFramebuffers->readFBO, source);
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BindTexture(m_blitFramebuffers->drawFBO, destination);
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// Validate framebuffer completeness
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@@ -383,6 +383,29 @@ namespace Nz::GL
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return true;
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}
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bool Context::BlitTextureToWindow(const OpenGLTexture& texture, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const
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{
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if (!m_blitFramebuffers && !InitializeBlitFramebuffers())
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return false;
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// Bind framebuffers before configuring them (so they won't override each other)
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BindFramebuffer(FramebufferTarget::Draw, 0);
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BindFramebuffer(FramebufferTarget::Read, m_blitFramebuffers->readFBO.GetObjectId());
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// Attach textures to color attachment
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BindTextureToFramebuffer(m_blitFramebuffers->readFBO, texture);
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// Validate framebuffer completeness
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if (GLenum checkResult = m_blitFramebuffers->readFBO.Check(); checkResult != GL_FRAMEBUFFER_COMPLETE)
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{
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NazaraErrorFmt("blit read FBO is incomplete: {0}", TranslateOpenGLError(checkResult));
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return false;
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}
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glBlitFramebuffer(srcBox.x, srcBox.y, srcBox.x + srcBox.width, srcBox.y + srcBox.height, dstBox.x, dstBox.y + srcBox.height, dstBox.x + dstBox.width, dstBox.y, GL_COLOR_BUFFER_BIT, ToOpenGL(filter));
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return true;
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}
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bool Context::ClearErrorStack() const
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{
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assert(GetCurrentContext() == this);
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@@ -1196,4 +1219,47 @@ namespace Nz::GL
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return true;
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}
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void Context::BindTextureToFramebuffer(Framebuffer& framebuffer, const OpenGLTexture& texture)
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{
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if (texture.RequiresTextureViewEmulation())
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{
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const TextureViewInfo& texViewInfo = texture.GetTextureViewInfo();
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if (texViewInfo.viewType != ImageType::E2D)
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throw std::runtime_error("unrestricted texture views can only be used as 2D texture attachment");
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const OpenGLTexture& parentTexture = *texture.GetParentTexture();
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switch (parentTexture.GetType())
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{
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case ImageType::Cubemap:
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{
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constexpr std::array<GLenum, 6> faceTargets = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
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assert(texViewInfo.baseArrayLayer < faceTargets.size());
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GLenum texTarget = faceTargets[texViewInfo.baseArrayLayer];
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, texTarget, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseMipLevel);
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break;
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}
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case ImageType::E1D:
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case ImageType::E2D:
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseMipLevel);
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break;
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case ImageType::E1D_Array:
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case ImageType::E2D_Array:
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case ImageType::E3D:
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framebuffer.TextureLayer(GL_COLOR_ATTACHMENT0, parentTexture.GetTexture().GetObjectId(), texViewInfo.baseArrayLayer, texViewInfo.baseMipLevel);
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break;
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}
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}
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else
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{
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if (texture.GetTexture().GetTarget() != TextureTarget::Target2D)
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throw std::runtime_error("blit is not yet supported from/to other texture type than 2D textures");
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framebuffer.Texture2D(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.GetTexture().GetObjectId(), 0);
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}
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}
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}
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