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https://github.com/JulianGro/overte.git
synced 2025-08-08 05:27:44 +02:00
GPU tweaks
This commit is contained in:
parent
5d1277e1bb
commit
b1eb0b0a46
5 changed files with 72 additions and 3 deletions
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@ -426,6 +426,9 @@ void GLBackend::render(const Batch& batch) {
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GL_PROFILE_RANGE(render_gpu_gl, batch.getName().c_str());
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GL_PROFILE_RANGE(render_gpu_gl, batch.getName().c_str());
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_transform._skybox = _stereo._skybox = batch.isSkyboxEnabled();
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_transform._skybox = _stereo._skybox = batch.isSkyboxEnabled();
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// FIXME move this to between the transfer and draw passes, so that
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// framebuffer setup can see the proper stereo state and enable things
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// like foveation
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// Allow the batch to override the rendering stereo settings
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// Allow the batch to override the rendering stereo settings
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// for things like full framebuffer copy operations (deferred lighting passes)
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// for things like full framebuffer copy operations (deferred lighting passes)
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bool savedStereo = _stereo._enable;
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bool savedStereo = _stereo._enable;
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@ -95,7 +95,7 @@ public:
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// Shutdown rendering and persist any required resources
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// Shutdown rendering and persist any required resources
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void shutdown() override;
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void shutdown() override;
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void setCameraCorrection(const Mat4& correction, const Mat4& prevRenderView, bool reset = false);
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void setCameraCorrection(const Mat4& correction, const Mat4& prevRenderView, bool reset = false) override;
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void render(const Batch& batch) final override;
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void render(const Batch& batch) final override;
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// This call synchronize the Full Backend cache with the current GLState
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// This call synchronize the Full Backend cache with the current GLState
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@ -48,6 +48,7 @@ public:
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class GLESTexture : public GLTexture {
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class GLESTexture : public GLTexture {
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using Parent = GLTexture;
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using Parent = GLTexture;
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friend class GLESBackend;
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friend class GLESBackend;
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friend class GLESFramebuffer;
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GLuint allocate(const Texture& texture);
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GLuint allocate(const Texture& texture);
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protected:
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protected:
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GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& buffer);
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GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& buffer);
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@ -17,6 +17,34 @@
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namespace gpu { namespace gles {
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namespace gpu { namespace gles {
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// returns the FOV from the projection matrix
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static inline vec4 extractFov( const glm::mat4& m) {
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static const std::array<vec4, 4> CLIPS{ {
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{ 1, 0, 0, 1 },
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{ -1, 0, 0, 1 },
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{ 0, 1, 0, 1 },
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{ 0, -1, 0, 1 }
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} };
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glm::mat4 mt = glm::transpose(m);
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vec4 v, result;
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// Left
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v = mt * CLIPS[0];
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result.x = -atanf(v.z / v.x);
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// Right
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v = mt * CLIPS[1];
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result.y = atanf(v.z / v.x);
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// Down
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v = mt * CLIPS[2];
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result.z = -atanf(v.z / v.y);
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// Up
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v = mt * CLIPS[3];
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result.w = atanf(v.z / v.y);
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return result;
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}
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class GLESFramebuffer : public gl::GLFramebuffer {
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class GLESFramebuffer : public gl::GLFramebuffer {
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using Parent = gl::GLFramebuffer;
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using Parent = gl::GLFramebuffer;
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static GLuint allocate() {
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static GLuint allocate() {
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@ -29,6 +57,24 @@ public:
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GLint currentFBO = -1;
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GLint currentFBO = -1;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤tFBO);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤tFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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vec2 focalPoint{ -1.0f };
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#if 0
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{
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auto backend = _backend.lock();
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if (backend && backend->isStereo()) {
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glm::mat4 projections[2];
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backend->getStereoProjections(projections);
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vec4 fov = extractFov(projections[0]);
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float fovwidth = fov.x + fov.y;
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float fovheight = fov.z + fov.w;
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focalPoint.x = fov.y / fovwidth;
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focalPoint.y = (fov.z / fovheight) - 0.5f;
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}
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}
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#endif
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gl::GLTexture* gltexture = nullptr;
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gl::GLTexture* gltexture = nullptr;
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TexturePointer surface;
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TexturePointer surface;
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if (_gpuObject.getColorStamps() != _colorStamps) {
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if (_gpuObject.getColorStamps() != _colorStamps) {
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@ -58,7 +104,7 @@ public:
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surface = b._texture;
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surface = b._texture;
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if (surface) {
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if (surface) {
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Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());
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Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());
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gltexture = backend->syncGPUObject(surface);
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gltexture = backend->syncGPUObject(surface);
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} else {
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} else {
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gltexture = nullptr;
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gltexture = nullptr;
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}
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}
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@ -66,6 +112,24 @@ public:
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if (gltexture) {
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if (gltexture) {
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if (gltexture->_target == GL_TEXTURE_2D) {
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if (gltexture->_target == GL_TEXTURE_2D) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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#if 0
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if (glTextureFoveationParametersQCOM && focalPoint.x != -1.0f) {
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static GLint FOVEATION_QUERY = 0;
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static std::once_flag once;
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std::call_once(once, [&]{
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM, &FOVEATION_QUERY);
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});
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static const float foveaArea = 4.0f;
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static const float gain = 16.0f;
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GLESBackend::GLESTexture* glestexture = static_cast<GLESBackend::GLESTexture*>(gltexture);
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glestexture->withPreservedTexture([=]{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM, GL_FOVEATION_ENABLE_BIT_QCOM | GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM);
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glTextureFoveationParametersQCOM(_id, 0, 0, -focalPoint.x, focalPoint.y, gain * 2.0f, gain, foveaArea);
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glTextureFoveationParametersQCOM(_id, 0, 1, focalPoint.x, focalPoint.y, gain * 2.0f, gain, foveaArea);
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});
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}
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#endif
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} else {
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} else {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, colorAttachments[unit], gltexture->_texture, 0,
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glFramebufferTextureLayer(GL_FRAMEBUFFER, colorAttachments[unit], gltexture->_texture, 0,
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b._subresource);
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b._subresource);
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@ -66,6 +66,7 @@ public:
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virtual void syncProgram(const gpu::ShaderPointer& program) = 0;
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virtual void syncProgram(const gpu::ShaderPointer& program) = 0;
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virtual void recycle() const = 0;
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virtual void recycle() const = 0;
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virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
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virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
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virtual void setCameraCorrection(const Mat4& correction, const Mat4& prevRenderView, bool reset = false) {}
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virtual bool supportedTextureFormat(const gpu::Element& format) = 0;
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virtual bool supportedTextureFormat(const gpu::Element& format) = 0;
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@ -117,7 +118,6 @@ public:
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static ContextMetricSize textureResourcePopulatedGPUMemSize;
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static ContextMetricSize textureResourcePopulatedGPUMemSize;
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static ContextMetricSize textureResourceIdealGPUMemSize;
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static ContextMetricSize textureResourceIdealGPUMemSize;
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protected:
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virtual bool isStereo() const {
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virtual bool isStereo() const {
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return _stereo.isStereo();
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return _stereo.isStereo();
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}
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}
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@ -127,6 +127,7 @@ protected:
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eyeProjections[i] = _stereo._eyeProjections[i];
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eyeProjections[i] = _stereo._eyeProjections[i];
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}
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}
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}
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}
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protected:
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void getStereoViews(mat4* eyeViews) const {
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void getStereoViews(mat4* eyeViews) const {
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for (int i = 0; i < 2; ++i) {
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for (int i = 0; i < 2; ++i) {
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