diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 722eb1d8ad..826f458f49 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -3267,13 +3267,22 @@ void Application::resizeGL() { // Set the desired FBO texture size. If it hasn't changed, this does nothing. // Otherwise, it must rebuild the FBOs uvec2 framebufferSize = displayPlugin->getRecommendedRenderSize(); - float renderResolutionScale = getRenderResolutionScale(); - uvec2 renderSize = uvec2(vec2(framebufferSize) * renderResolutionScale); + uvec2 renderSize = uvec2(framebufferSize); if (_renderResolution != renderSize) { _renderResolution = renderSize; DependencyManager::get()->setFrameBufferSize(fromGlm(renderSize)); } + auto renderResolutionScale = getRenderResolutionScale(); + if (displayPlugin->getRenderResolutionScale() != renderResolutionScale) { + auto renderConfig = _renderEngine->getConfiguration(); + assert(renderConfig); + auto mainView = renderConfig->getConfig("RenderMainView.RenderDeferredTask"); + assert(mainView); + mainView->setProperty("resolutionScale", renderResolutionScale); + displayPlugin->setRenderResolutionScale(renderResolutionScale); + } + // FIXME the aspect ratio for stereo displays is incorrect based on this. float aspectRatio = displayPlugin->getRecommendedAspectRatio(); _myCamera.setProjection(glm::perspective(glm::radians(_fieldOfView.get()), aspectRatio, @@ -3285,7 +3294,6 @@ void Application::resizeGL() { } DependencyManager::get()->resize(fromGlm(displayPlugin->getRecommendedUiSize())); - displayPlugin->setRenderResolutionScale(renderResolutionScale); } void Application::handleSandboxStatus(QNetworkReply* reply) { diff --git a/interface/src/Application_render.cpp b/interface/src/Application_render.cpp index 6b4840e3e5..6648fa2eb7 100644 --- a/interface/src/Application_render.cpp +++ b/interface/src/Application_render.cpp @@ -102,7 +102,7 @@ void Application::paintGL() { PerformanceTimer perfTimer("renderOverlay"); // NOTE: There is no batch associated with this renderArgs // the ApplicationOverlay class assumes it's viewport is setup to be the device size - renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize() * getRenderResolutionScale()); + renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize()); _applicationOverlay.renderOverlay(&renderArgs); } @@ -118,7 +118,7 @@ void Application::paintGL() { // Primary rendering pass auto framebufferCache = DependencyManager::get(); finalFramebufferSize = framebufferCache->getFrameBufferSize(); - // Final framebuffer that will be handled to the display-plugin + // Final framebuffer that will be handed to the display-plugin finalFramebuffer = framebufferCache->getFramebuffer(); } diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index ea660fb0e2..108f20b2dd 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -179,7 +179,7 @@ static const auto DEPTH_FORMAT = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPT void ApplicationOverlay::buildFramebufferObject() { PROFILE_RANGE(app, __FUNCTION__); - auto uiSize = glm::uvec2(glm::vec2(qApp->getUiSize()) * qApp->getRenderResolutionScale()); + auto uiSize = glm::uvec2(qApp->getUiSize()); if (!_overlayFramebuffer || uiSize != _overlayFramebuffer->getSize()) { _overlayFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("ApplicationOverlay")); } diff --git a/interface/src/ui/overlays/Overlays.cpp b/interface/src/ui/overlays/Overlays.cpp index 4f2a8e6fa4..5a576c6d78 100644 --- a/interface/src/ui/overlays/Overlays.cpp +++ b/interface/src/ui/overlays/Overlays.cpp @@ -116,7 +116,7 @@ void Overlays::renderHUD(RenderArgs* renderArgs) { auto geometryCache = DependencyManager::get(); auto textureCache = DependencyManager::get(); - auto size = glm::uvec2(glm::vec2(qApp->getUiSize()) * qApp->getRenderResolutionScale()); + auto size = glm::uvec2(qApp->getUiSize()); int width = size.x; int height = size.y; mat4 legacyProjection = glm::ortho(0, width, height, 0, -1000, 1000); diff --git a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp index b78f00fa0e..efa4859b42 100644 --- a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp +++ b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp @@ -275,7 +275,7 @@ bool CompositorHelper::getReticleOverDesktop() const { // as being over the desktop. if (isHMD()) { QMutexLocker locker(&_reticleLock); - glm::vec2 maxOverlayPosition = glm::vec2(_currentDisplayPlugin->getRecommendedUiSize()) * _currentDisplayPlugin->getRenderResolutionScale(); + glm::vec2 maxOverlayPosition = glm::vec2(_currentDisplayPlugin->getRecommendedUiSize()); static const glm::vec2 minOverlayPosition; if (glm::any(glm::lessThan(_reticlePositionInHMD, minOverlayPosition)) || glm::any(glm::greaterThan(_reticlePositionInHMD, maxOverlayPosition))) { @@ -317,7 +317,7 @@ void CompositorHelper::sendFakeMouseEvent() { void CompositorHelper::setReticlePosition(const glm::vec2& position, bool sendFakeEvent) { if (isHMD()) { - glm::vec2 maxOverlayPosition = glm::vec2(_currentDisplayPlugin->getRecommendedUiSize()) * _currentDisplayPlugin->getRenderResolutionScale(); + glm::vec2 maxOverlayPosition = glm::vec2(_currentDisplayPlugin->getRecommendedUiSize()); // FIXME don't allow negative mouseExtra glm::vec2 mouseExtra = (MOUSE_EXTENTS_PIXELS - maxOverlayPosition) / 2.0f; glm::vec2 minMouse = vec2(0) - mouseExtra; diff --git a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp index 0d556544bb..9200843cf8 100644 --- a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp @@ -888,7 +888,7 @@ OpenGLDisplayPlugin::~OpenGLDisplayPlugin() { } void OpenGLDisplayPlugin::updateCompositeFramebuffer() { - auto renderSize = glm::uvec2(glm::vec2(getRecommendedRenderSize()) * getRenderResolutionScale()); + auto renderSize = glm::uvec2(getRecommendedRenderSize()); if (!_compositeFramebuffer || _compositeFramebuffer->getSize() != renderSize) { _compositeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("OpenGLDisplayPlugin::composite", gpu::Element::COLOR_RGBA_32, renderSize.x, renderSize.y)); } diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 452e5b5ccd..62d8dffe3a 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -393,34 +393,42 @@ graphics::MeshPointer DeferredLightingEffect::getSpotLightMesh() { return _spotLightMesh; } -void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer) { +gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) { + gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name)); + auto colorFormat = gpu::Element::COLOR_SRGBA_32; + + auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); + auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); + + framebuffer->setRenderBuffer(0, primaryColorTexture); + + auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format + auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); + + framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat); + + return framebuffer; +} + +void PreparePrimaryFramebuffer::configure(const Config& config) { + _resolutionScale = config.resolutionScale; +} + +void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) { glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); + glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale); // Resizing framebuffers instead of re-building them seems to cause issues with threaded // rendering - if (_primaryFramebuffer && _primaryFramebuffer->getSize() != frameSize) { - _primaryFramebuffer.reset(); + if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) { + _primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize); } - if (!_primaryFramebuffer) { - _primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredPrimary")); - auto colorFormat = gpu::Element::COLOR_SRGBA_32; - - auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); - auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); - - - _primaryFramebuffer->setRenderBuffer(0, primaryColorTexture); - - - auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format - auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler); - - _primaryFramebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat); - } - - primaryFramebuffer = _primaryFramebuffer; + + // Set viewport for the rest of the scaled passes + renderContext->args->_viewport.z = scaledFrameSize.x; + renderContext->args->_viewport.w = scaledFrameSize.y; } void PrepareDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) { diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index 9b55083ad7..5da2eb22f7 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -93,13 +93,34 @@ private: friend class RenderDeferredCleanup; }; +class PreparePrimaryFramebufferConfig : public render::Job::Config { + Q_OBJECT + Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty) +public: + + float resolutionScale{ 1.0f }; + +signals: + void dirty(); +}; + class PreparePrimaryFramebuffer { public: - using JobModel = render::Job::ModelO; - void run(const render::RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer); + using Output = gpu::FramebufferPointer; + using Config = PreparePrimaryFramebufferConfig; + using JobModel = render::Job::ModelO; + + PreparePrimaryFramebuffer(float resolutionScale = 1.0f) : _resolutionScale{resolutionScale} {} + void configure(const Config& config); + void run(const render::RenderContextPointer& renderContext, Output& primaryFramebuffer); gpu::FramebufferPointer _primaryFramebuffer; + float _resolutionScale{ 1.0f }; + +private: + + static gpu::FramebufferPointer createFramebuffer(const char* name, const glm::uvec2& size); }; class PrepareDeferred { diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index a03fb7ce94..0b05977265 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -26,6 +26,7 @@ #include #include #include +#include #include "RenderHifi.h" #include "RenderCommonTask.h" @@ -59,8 +60,14 @@ RenderDeferredTask::RenderDeferredTask() { } -void RenderDeferredTask::configure(const Config& config) -{ +void RenderDeferredTask::configure(const Config& config) { + // Propagate resolution scale to sub jobs who need it + auto preparePrimaryBufferConfig = config.getConfig("PreparePrimaryBuffer"); + auto upsamplePrimaryBufferConfig = config.getConfig("PrimaryBufferUpscale"); + assert(preparePrimaryBufferConfig); + assert(upsamplePrimaryBufferConfig); + preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale); + upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale); } const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName, @@ -97,23 +104,22 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto jitter = task.addJob("JitterCam"); - // Prepare deferred, generate the shared Deferred Frame Transform + // GPU jobs: Start preparing the primary, deferred and lighting buffer + const auto scaledPrimaryFramebuffer = task.addJob("PreparePrimaryBuffer"); + + // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob("DeferredFrameTransform", jitter); const auto lightingModel = task.addJob("LightingModel"); - - - // GPU jobs: Start preparing the primary, deferred and lighting buffer - const auto primaryFramebuffer = task.addJob("PreparePrimaryBuffer"); const auto opaqueRangeTimer = task.addJob("BeginOpaqueRangeTimer", "DrawOpaques"); - const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).asVarying(); + const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN(1); // draw a stencil mask in hidden regions of the framebuffer. - task.addJob("PrepareStencil", primaryFramebuffer); + task.addJob("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying(); @@ -223,7 +229,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("Bloom", bloomInputs); // Lighting Buffer ready for tone mapping - const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying(); + const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying(); task.addJob("ToneMapping", toneMappingInputs); { // Debug the bounds of the rendered items, still look at the zbuffer @@ -284,6 +290,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("DrawZoneStack", deferredFrameTransform); } + // Upscale to finale resolution + const auto primaryFramebuffer = task.addJob("PrimaryBufferUpscale", scaledPrimaryFramebuffer); + // Composite the HUD and HUD overlays task.addJob("HUD"); diff --git a/libraries/render-utils/src/RenderDeferredTask.h b/libraries/render-utils/src/RenderDeferredTask.h index ab6ab177d2..1ce1682cf1 100644 --- a/libraries/render-utils/src/RenderDeferredTask.h +++ b/libraries/render-utils/src/RenderDeferredTask.h @@ -105,11 +105,13 @@ class RenderDeferredTaskConfig : public render::Task::Config { Q_OBJECT Q_PROPERTY(float fadeScale MEMBER fadeScale NOTIFY dirty) Q_PROPERTY(float fadeDuration MEMBER fadeDuration NOTIFY dirty) + Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty) Q_PROPERTY(bool debugFade MEMBER debugFade NOTIFY dirty) Q_PROPERTY(float debugFadePercent MEMBER debugFadePercent NOTIFY dirty) public: float fadeScale{ 0.5f }; float fadeDuration{ 3.0f }; + float resolutionScale{ 1.f }; float debugFadePercent{ 0.f }; bool debugFade{ false }; diff --git a/libraries/render/src/render/ResampleTask.cpp b/libraries/render/src/render/ResampleTask.cpp index 07f7367582..008234b437 100644 --- a/libraries/render/src/render/ResampleTask.cpp +++ b/libraries/render/src/render/ResampleTask.cpp @@ -81,3 +81,69 @@ void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::F batch.draw(gpu::TRIANGLE_STRIP, 4); }); } + +gpu::PipelinePointer Upsample::_pipeline; + +void Upsample::configure(const Config& config) { + _factor = config.factor; +} + +gpu::FramebufferPointer Upsample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) { + if (_factor == 1.0f) { + return sourceFramebuffer; + } + + auto resampledFramebufferSize = glm::uvec2(glm::vec2(sourceFramebuffer->getSize()) * _factor); + + if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) { + _destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("UpsampledOutput")); + + auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); + auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler); + _destinationFrameBuffer->setRenderBuffer(0, target); + } + return _destinationFrameBuffer; +} + +void Upsample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer) { + assert(renderContext->args); + assert(renderContext->args->hasViewFrustum()); + RenderArgs* args = renderContext->args; + + resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer); + if (resampledFrameBuffer != sourceFramebuffer) { + if (!_pipeline) { + auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS(); + auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS(); + gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); + + gpu::Shader::BindingSet slotBindings; + gpu::Shader::makeProgram(*program, slotBindings); + + gpu::StatePointer state = gpu::StatePointer(new gpu::State()); + state->setDepthTest(gpu::State::DepthTest(false, false)); + _pipeline = gpu::Pipeline::create(program, state); + } + + const auto bufferSize = resampledFrameBuffer->getSize(); + glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y }; + + gpu::doInBatch("Upsample::run", args->_context, [&](gpu::Batch& batch) { + batch.enableStereo(false); + + batch.setFramebuffer(resampledFrameBuffer); + + batch.setViewportTransform(viewport); + batch.setProjectionTransform(glm::mat4()); + batch.resetViewTransform(); + batch.setPipeline(_pipeline); + + batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport)); + batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0)); + batch.draw(gpu::TRIANGLE_STRIP, 4); + }); + + // Set full final viewport + args->_viewport = viewport; + } +} diff --git a/libraries/render/src/render/ResampleTask.h b/libraries/render/src/render/ResampleTask.h index da2b7b3537..25f9c6a3e9 100644 --- a/libraries/render/src/render/ResampleTask.h +++ b/libraries/render/src/render/ResampleTask.h @@ -36,6 +36,37 @@ namespace render { gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer); }; + + class UpsampleConfig : public render::Job::Config { + Q_OBJECT + Q_PROPERTY(float factor MEMBER factor NOTIFY dirty) + public: + + float factor{ 1.0f }; + + signals: + void dirty(); + }; + + class Upsample { + public: + using Config = UpsampleConfig; + using JobModel = Job::ModelIO; + + Upsample(float factor = 2.0f) : _factor{ factor } {} + + void configure(const Config& config); + void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer); + + protected: + + static gpu::PipelinePointer _pipeline; + + gpu::FramebufferPointer _destinationFrameBuffer; + float _factor{ 2.0f }; + + gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer); + }; } #endif // hifi_render_ResampleTask_h