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Reduce number of blits required in stereo 3D by tracking current eye... #774

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merged 1 commit into from Mar 4, 2019
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24 changes: 7 additions & 17 deletions src/rendering/gl/renderer/gl_postprocess.cpp
Expand Up @@ -121,20 +121,11 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
mBuffers->UpdateEffectTextures();

auto vrmode = VRMode::GetVRMode(true);
if (vrmode->mEyeCount == 1)
int eyeCount = vrmode->mEyeCount;
for (int i = 0; i < eyeCount; ++i)
{
mBuffers->RenderEffect("BlurScene");
}
else
{
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
FGLDebug::PushGroup("EyeBlur");
mBuffers->BlitFromEyeTexture(eye_ix);
mBuffers->RenderEffect("BlurScene");
mBuffers->BlitToEyeTexture(eye_ix);
FGLDebug::PopGroup();
}
if (eyeCount - i > 1) mBuffers->NextEye(eyeCount);
}
}

Expand All @@ -159,13 +150,12 @@ void FGLRenderer::Flush()
else
{
// Render 2D to eye textures
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
int eyeCount = vrmode->mEyeCount;
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
{
FGLDebug::PushGroup("Eye2D");
mBuffers->BlitFromEyeTexture(eye_ix);
screen->Draw2D();
mBuffers->BlitToEyeTexture(eye_ix);
FGLDebug::PopGroup();
if (eyeCount - eye_ix > 1)
mBuffers->NextEye(eyeCount);
}
screen->Clear2D();

Expand Down
21 changes: 17 additions & 4 deletions src/rendering/gl/renderer/gl_renderbuffers.cpp
Expand Up @@ -532,15 +532,15 @@ void FGLRenderBuffers::BlitSceneToTexture()
//
//==========================================================================

void FGLRenderBuffers::BlitToEyeTexture(int eye)
void FGLRenderBuffers::BlitToEyeTexture(int eye, bool allowInvalidate)
{
CreateEyeBuffers(eye);

glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);

if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
Expand All @@ -552,7 +552,7 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)

void FGLRenderBuffers::BlitFromEyeTexture(int eye)
{
CreateEyeBuffers(eye);
if (mEyeFBs.Size() <= unsigned(eye)) return;

glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
Expand Down Expand Up @@ -1002,4 +1002,17 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
FGLDebug::PopGroup();
}

}

// Store the current stereo 3D eye buffer, and Load the next one

int FGLRenderBuffers::NextEye(int eyeCount)
{
int nextEye = (mCurrentEye + 1) % eyeCount;
if (nextEye == mCurrentEye) return mCurrentEye;
BlitToEyeTexture(mCurrentEye);
mCurrentEye = nextEye;
BlitFromEyeTexture(mCurrentEye);
return mCurrentEye;
}

} // namespace OpenGLRenderer
5 changes: 4 additions & 1 deletion src/rendering/gl/renderer/gl_renderbuffers.h
Expand Up @@ -87,9 +87,11 @@ class FGLRenderBuffers

void BindOutputFB();

void BlitToEyeTexture(int eye);
void BlitToEyeTexture(int eye, bool allowInvalidate=true);
void BlitFromEyeTexture(int eye);
void BindEyeTexture(int eye, int texunit);
int NextEye(int eyeCount);
int & CurrentEye() { return mCurrentEye; }

void BindDitherTexture(int texunit);

Expand Down Expand Up @@ -156,6 +158,7 @@ class FGLRenderBuffers
// Eye buffers
TArray<PPGLTexture> mEyeTextures;
TArray<PPGLFrameBuffer> mEyeFBs;
int mCurrentEye = 0;

// Shadow map texture
PPGLTexture mShadowMapTexture;
Expand Down
10 changes: 6 additions & 4 deletions src/rendering/gl/renderer/gl_scene.cpp
Expand Up @@ -163,9 +163,11 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
// Render (potentially) multiple views for stereo 3d
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
const int eyeCount = vrmode->mEyeCount;
mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
const auto &eye = vrmode->mEyes[mBuffers->CurrentEye()];
screen->SetViewportRects(bounds);

if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
Expand Down Expand Up @@ -218,8 +220,8 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
PostProcess.Unclock();
}
di->EndDrawInfo();
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
if (eyeCount - eye_ix > 1)
mBuffers->NextEye(eyeCount);
}

return mainvp.sector;
Expand Down
6 changes: 6 additions & 0 deletions src/rendering/gl/renderer/gl_stereo3d.cpp
Expand Up @@ -327,6 +327,12 @@ void FGLRenderer::PresentQuadStereo()

void FGLRenderer::PresentStereo()
{
auto vrmode = VRMode::GetVRMode(true);
const int eyeCount = vrmode->mEyeCount;
// Don't invalidate the bound framebuffer (..., false)
if (eyeCount > 1)
mBuffers->BlitToEyeTexture(mBuffers->CurrentEye(), false);

switch (vr_mode)
{
default:
Expand Down