Only create and blit one set of buffers

This commit is contained in:
Anders Jenbo 2025-07-23 17:32:39 +02:00
parent 5985c4513e
commit 17ec92f194
2 changed files with 30 additions and 129 deletions

View File

@ -40,11 +40,6 @@ Direct3DRMRenderer* OpenGLES3Renderer::Create(DWORD width, DWORD height, DWORD m
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
if (msaaSamples > 1) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaaSamples);
}
if (!DDWindow) {
SDL_Log("No window handler");
return nullptr;
@ -290,17 +285,18 @@ OpenGLES3Renderer::OpenGLES3Renderer(
SDL_GLContext context,
GLuint shaderProgram
)
: m_context(context), m_shaderProgram(shaderProgram)
: m_context(context), m_shaderProgram(shaderProgram), m_msaa(msaaSamples)
{
glGenFramebuffers(1, &m_fbo);
if (msaaSamples > 1) {
glGenFramebuffers(1, &m_msaaFbo);
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
if (m_msaa > maxSamples) {
m_msaa = maxSamples;
}
m_virtualWidth = width;
m_virtualHeight = height;
m_requestedMsaaSamples = msaaSamples;
ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
Resize(width, height, viewportTransform);
@ -503,7 +499,7 @@ HRESULT OpenGLES3Renderer::BeginFrame()
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
@ -626,67 +622,36 @@ void OpenGLES3Renderer::Resize(int width, int height, const ViewportTransform& v
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
if (m_colorTarget) {
glDeleteTextures(1, &m_colorTarget);
glDeleteRenderbuffers(1, &m_colorTarget);
m_depthTarget = 0;
}
if (m_depthTarget) {
glDeleteRenderbuffers(1, &m_depthTarget);
m_colorTarget = 0;
}
if (m_msaaColorRbo) {
glDeleteRenderbuffers(1, &m_msaaColorRbo);
}
if (m_msaaDepthRbo) {
glDeleteRenderbuffers(1, &m_msaaDepthRbo);
}
m_colorTarget = m_depthTarget = m_msaaColorRbo = m_msaaDepthRbo = 0;
GLint samples, maxSamples;
glGetIntegerv(GL_SAMPLES, &samples);
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
m_useMsaa = samples > 1;
if (m_useMsaa) {
glBindFramebuffer(GL_FRAMEBUFFER, m_msaaFbo);
glGenRenderbuffers(1, &m_msaaColorRbo);
glBindRenderbuffer(GL_RENDERBUFFER, m_msaaColorRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaColorRbo);
glGenRenderbuffers(1, &m_msaaDepthRbo);
glBindRenderbuffer(GL_RENDERBUFFER, m_msaaDepthRbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_msaaDepthRbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_Log("MSAA Framebuffer is not complete! Disabling MSAA.");
m_useMsaa = false;
}
}
SDL_Log(
"MSAA is %s. Requested samples: %d, active samples: %d, max samples: %d",
m_useMsaa ? "on" : "off",
m_requestedMsaaSamples,
samples,
maxSamples
);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// Create color texture
glGenTextures(1, &m_colorTarget);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
glGenRenderbuffers(1, &m_colorTarget);
glBindRenderbuffer(GL_RENDERBUFFER, m_colorTarget);
if (m_msaa > 1) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, GL_RGBA8, width, height);
}
else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorTarget);
// Create depth renderbuffer
glGenRenderbuffers(1, &m_depthTarget);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
if (m_msaa > 1) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, GL_DEPTH24_STENCIL8, width, height);
}
else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
glViewport(0, 0, m_width, m_height);
@ -697,7 +662,7 @@ void OpenGLES3Renderer::Clear(float r, float g, float b)
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
@ -712,63 +677,9 @@ void OpenGLES3Renderer::Flip()
return;
}
if (m_useMsaa) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glFrontFace(GL_CCW);
glDepthMask(GL_FALSE);
glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1f(m_shinLoc, 0.0f);
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, ambient);
glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(m_lightCountLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glUniform1i(m_textureLoc, 0);
glUniform1i(m_useTextureLoc, 1);
D3DRMMATRIX4D projection;
D3DRMMATRIX4D modelViewMatrix = {
{(float) m_width, 0.0f, 0.0f, 0.0f},
{0.0f, (float) -m_height, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, (float) m_height, 0.0f, 1.0f}
};
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(m_texLoc);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
SDL_GL_SwapWindow(DDWindow);
glFrontFace(GL_CW);
@ -780,7 +691,7 @@ void OpenGLES3Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
@ -867,12 +778,6 @@ void OpenGLES3Renderer::Download(SDL_Surface* target)
{
glFinish();
if (m_useMsaa) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);

View File

@ -72,12 +72,8 @@ class OpenGLES3Renderer : public Direct3DRMRenderer {
bool m_dirty = false;
std::vector<SceneLight> m_lights;
SDL_GLContext m_context;
uint32_t m_requestedMsaaSamples;
bool m_useMsaa;
uint32_t m_msaa;
GLuint m_fbo;
GLuint m_msaaFbo;
GLuint m_msaaColorRbo;
GLuint m_msaaDepthRbo;
GLuint m_colorTarget;
GLuint m_depthTarget;
GLuint m_shaderProgram;