Switched shadow maps to sampler2DArrayShadow to try to fix on Mac

This commit is contained in:
Olivier Prat 2018-06-29 16:55:33 +02:00
parent a5919ee3fa
commit de831ffea9
15 changed files with 101 additions and 26 deletions

View file

@ -203,10 +203,11 @@ void GLBackend::releaseResourceTexture(uint32_t slot) {
}
void GLBackend::resetResourceStage() {
for (uint32_t i = 0; i < _resource._buffers.size(); i++) {
uint32_t i;
for (i = 0; i < _resource._buffers.size(); i++) {
releaseResourceBuffer(i);
}
for (uint32_t i = 0; i < _resource._textures.size(); i++) {
for (i = 0; i < _resource._textures.size(); i++) {
releaseResourceTexture(i);
}
}

View file

@ -59,7 +59,11 @@ const size_t GLVariableAllocationSupport::MAX_BUFFER_SIZE = MAX_TRANSFER_SIZE;
GLenum GLTexture::getGLTextureType(const Texture& texture) {
switch (texture.getType()) {
case Texture::TEX_2D:
return GL_TEXTURE_2D;
if (!texture.isArray()) {
return GL_TEXTURE_2D;
} else {
return GL_TEXTURE_2D_ARRAY;
}
break;
case Texture::TEX_CUBE:
@ -77,6 +81,7 @@ GLenum GLTexture::getGLTextureType(const Texture& texture) {
uint8_t GLTexture::getFaceCount(GLenum target) {
switch (target) {
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_ARRAY:
return TEXTURE_2D_NUM_FACES;
case GL_TEXTURE_CUBE_MAP:
return TEXTURE_CUBE_NUM_FACES;
@ -86,17 +91,22 @@ uint8_t GLTexture::getFaceCount(GLenum target) {
}
}
const std::vector<GLenum>& GLTexture::getFaceTargets(GLenum target) {
static std::vector<GLenum> cubeFaceTargets {
static const std::vector<GLenum> cubeFaceTargets {
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
};
static std::vector<GLenum> faceTargets {
static const std::vector<GLenum> faceTargets {
GL_TEXTURE_2D
};
static const std::vector<GLenum> arrayFaceTargets{
GL_TEXTURE_2D_ARRAY
};
switch (target) {
case GL_TEXTURE_2D:
return faceTargets;
case GL_TEXTURE_2D_ARRAY:
return arrayFaceTargets;
case GL_TEXTURE_CUBE_MAP:
return cubeFaceTargets;
default:

View file

@ -64,7 +64,12 @@ public:
}
if (gltexture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
if (gltexture->_target == GL_TEXTURE_2D) {
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
} else {
glFramebufferTextureLayer(GL_FRAMEBUFFER, colorAttachments[unit], gltexture->_texture, 0,
b._subresource);
}
_colorBuffers.push_back(colorAttachments[unit]);
} else {
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, 0, 0);
@ -91,7 +96,12 @@ public:
}
if (gltexture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, gltexture->_texture, 0);
if (gltexture->_target == GL_TEXTURE_2D) {
glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, gltexture->_texture, 0);
} else {
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachement, gltexture->_texture, 0,
_gpuObject.getDepthStencilBufferSubresource());
}
} else {
glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, 0, 0);
}

View file

@ -215,12 +215,19 @@ GL41FixedAllocationTexture::~GL41FixedAllocationTexture() {
void GL41FixedAllocationTexture::allocateStorage() const {
const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
const auto numMips = _gpuObject.getNumMips();
const auto numSlices = _gpuObject.getNumSlices();
// glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
for (GLint level = 0; level < numMips; level++) {
Vec3u dimensions = _gpuObject.evalMipDimensions(level);
for (GLenum target : getFaceTargets(_target)) {
glTexImage2D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format, texelFormat.type, nullptr);
if (!_gpuObject.isArray()) {
glTexImage2D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format,
texelFormat.type, nullptr);
} else {
glTexImage3D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, numSlices, 0,
texelFormat.format, texelFormat.type, nullptr);
}
}
}

View file

@ -60,7 +60,11 @@ public:
}
if (gltexture) {
glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
if (gltexture->_target == GL_TEXTURE_2D) {
glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
} else {
glNamedFramebufferTextureLayer(_id, colorAttachments[unit], gltexture->_texture, 0, b._subresource);
}
_colorBuffers.push_back(colorAttachments[unit]);
} else {
glNamedFramebufferTexture(_id, colorAttachments[unit], 0, 0);
@ -87,14 +91,18 @@ public:
}
if (gltexture) {
glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
if (gltexture->_target == GL_TEXTURE_2D) {
glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
} else {
glNamedFramebufferTextureLayer(_id, attachement, gltexture->_texture, 0,
_gpuObject.getDepthStencilBufferSubresource());
}
} else {
glNamedFramebufferTexture(_id, attachement, 0, 0);
}
_depthStamp = _gpuObject.getDepthStamp();
}
// Last but not least, define where we draw
if (!_colorBuffers.empty()) {
glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data());

View file

@ -374,8 +374,13 @@ void GL45FixedAllocationTexture::allocateStorage() const {
const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
const auto dimensions = _gpuObject.getDimensions();
const auto mips = _gpuObject.getNumMips();
const auto numSlices = _gpuObject.getNumSlices();
glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
if (!_gpuObject.isArray()) {
glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
} else {
glTextureStorage3D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y, numSlices);
}
glTextureParameteri(_id, GL_TEXTURE_BASE_LEVEL, 0);
glTextureParameteri(_id, GL_TEXTURE_MAX_LEVEL, mips - 1);

View file

@ -184,6 +184,10 @@ TexturePointer Texture::createRenderBuffer(const Element& texelFormat, uint16 wi
return create(TextureUsageType::RENDERBUFFER, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
}
TexturePointer Texture::createRenderBufferArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips, const Sampler& sampler) {
return create(TextureUsageType::RENDERBUFFER, TEX_2D, texelFormat, width, height, 1, 1, numSlices, numMips, sampler);
}
TexturePointer Texture::create1D(const Element& texelFormat, uint16 width, uint16 numMips, const Sampler& sampler) {
return create(TextureUsageType::RESOURCE, TEX_1D, texelFormat, width, 1, 1, 1, 0, numMips, sampler);
}
@ -192,6 +196,10 @@ TexturePointer Texture::create2D(const Element& texelFormat, uint16 width, uint1
return create(TextureUsageType::RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
}
TexturePointer Texture::create2DArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips, const Sampler& sampler) {
return create(TextureUsageType::STRICT_RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, numSlices, numMips, sampler);
}
TexturePointer Texture::createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips, const Sampler& sampler) {
return create(TextureUsageType::STRICT_RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
}

View file

@ -374,9 +374,11 @@ public:
static const uint16 SINGLE_MIP = 1;
static TexturePointer create1D(const Element& texelFormat, uint16 width, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer create2D(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer create2DArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer createCube(const Element& texelFormat, uint16 width, uint16 numMips = 1, const Sampler& sampler = Sampler());
static TexturePointer createRenderBuffer(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer createRenderBufferArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
static TexturePointer createExternal(const ExternalRecycler& recycler, const Sampler& sampler = Sampler());

View file

@ -515,7 +515,7 @@ TexturePointer Texture::build(const ktx::KTXDescriptor& descriptor) {
header.getPixelHeight(),
header.getPixelDepth(),
1, // num Samples
header.getNumberOfSlices(),
header.isArray() ? header.getNumberOfSlices() : 0,
header.getNumberOfLevels(),
samplerDesc);
texture->setUsage(gpuktxKeyValue._usage);

View file

@ -163,6 +163,7 @@ namespace ktx {
uint32_t getPixelDepth() const { return (pixelDepth ? pixelDepth : 1); }
uint32_t getNumberOfSlices() const { return (numberOfArrayElements ? numberOfArrayElements : 1); }
uint32_t getNumberOfLevels() const { return (numberOfMipmapLevels ? numberOfMipmapLevels : 1); }
bool isArray() const { return numberOfArrayElements > 0; }
bool isCompressed() const { return glFormat == COMPRESSED_FORMAT; }
uint32_t evalMaxDimension() const;

View file

@ -140,11 +140,12 @@ static const std::string DEFAULT_LIGHTING_SHADER {
};
static const std::string DEFAULT_SHADOW_SHADER{
"uniform sampler2DShadow shadowMap;"
"uniform sampler2DArrayShadow shadowMaps;"
"uniform int shadowCascadeIndex;"
"vec4 getFragmentColor() {"
" for (int i = 255; i >= 0; --i) {"
" float depth = i / 255.0;"
" if (texture(shadowMap, vec3(uv, depth)) > 0.5) {"
" if (texture(shadowMaps, vec4(uv, shadowCascadeIndex, depth)) > 0.5) {"
" return vec4(vec3(depth), 1.0);"
" }"
" }"
@ -403,7 +404,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
slotBindings.insert(gpu::Shader::Binding("obscuranceMap", AmbientOcclusion));
slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
slotBindings.insert(gpu::Shader::Binding("shadowMap", Shadow));
slotBindings.insert(gpu::Shader::Binding("shadowMaps", Shadow));
slotBindings.insert(gpu::Shader::Binding("linearDepthMap", LinearDepth));
slotBindings.insert(gpu::Shader::Binding("halfLinearDepthMap", HalfLinearDepth));
slotBindings.insert(gpu::Shader::Binding("halfNormalMap", HalfNormal));
@ -490,7 +491,11 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
const auto& globalShadow = lightAndShadow.second;
if (globalShadow) {
const auto cascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)globalShadow->getCascadeCount() - 1);
batch.setResourceTexture(Shadow, globalShadow->getCascade(cascadeIndex).map);
const auto cascadeIndexLocation = pipeline->getProgram()->getUniforms().findLocation("shadowCascadeIndex");
batch.setResourceTexture(Shadow, globalShadow->map);
if (cascadeIndexLocation >= 0) {
batch._glUniform1i(cascadeIndexLocation, cascadeIndex);
}
batch.setUniformBuffer(ShadowTransform, globalShadow->getBuffer());
batch.setUniformBuffer(DeferredFrameTransform, frameTransform->getFrameTransformBuffer());
}

View file

@ -68,7 +68,7 @@ enum DeferredShader_MapSlot {
SCATTERING_SPECULAR_UNIT = 9,
SKYBOX_MAP_UNIT = render::ShapePipeline::Slot::LIGHT_AMBIENT_MAP, // unit = 10
SHADOW_MAP_UNIT = 11,
nextAvailableUnit = SHADOW_MAP_UNIT + SHADOW_CASCADE_MAX_COUNT
nextAvailableUnit = SHADOW_MAP_UNIT
};
enum DeferredShader_BufferSlot {
DEFERRED_FRAME_TRANSFORM_BUFFER_SLOT = 0,
@ -534,9 +534,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
// Bind the shadow buffers
if (globalShadow) {
for (unsigned int i = 0; i < globalShadow->getCascadeCount(); i++) {
batch.setResourceTexture(SHADOW_MAP_UNIT+i, globalShadow->getCascade(i).map);
}
batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow->map);
}
auto program = deferredLightingEffect->_directionalSkyboxLight;

View file

@ -74,8 +74,6 @@ LightStage::Shadow::Cascade::Cascade() :
_frustum{ std::make_shared<ViewFrustum>() },
_minDistance{ 0.0f },
_maxDistance{ 20.0f } {
framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(MAP_SIZE));
map = framebuffer->getDepthStencilBuffer();
}
const glm::mat4& LightStage::Shadow::Cascade::getView() const {
@ -127,8 +125,29 @@ LightStage::Shadow::Shadow(graphics::LightPointer light, float maxDistance, unsi
Schema schema;
schema.cascadeCount = cascadeCount;
_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
// Create shadow cascade texture array
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); // Depth32 texel format
map = gpu::TexturePointer(gpu::Texture::createRenderBufferArray(depthFormat, MAP_SIZE, MAP_SIZE, cascadeCount));
gpu::Sampler::Desc samplerDesc;
samplerDesc._borderColor = glm::vec4(1.0f);
samplerDesc._wrapModeU = gpu::Sampler::WRAP_BORDER;
samplerDesc._wrapModeV = gpu::Sampler::WRAP_BORDER;
samplerDesc._filter = gpu::Sampler::FILTER_MIN_MAG_LINEAR;
samplerDesc._comparisonFunc = gpu::LESS;
map->setSampler(gpu::Sampler(samplerDesc));
_cascades.resize(cascadeCount);
for (uint cascadeIndex=0; cascadeIndex < cascadeCount; cascadeIndex++) {
auto& cascade = _cascades[cascadeIndex];
std::string name = "Shadowmap Cascade ";
name += '0' + cascadeIndex;
cascade.framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
cascade.framebuffer->setDepthBuffer(map, depthFormat, cascadeIndex);
}
setMaxDistance(maxDistance);
}

View file

@ -53,7 +53,6 @@ public:
Cascade();
gpu::FramebufferPointer framebuffer;
gpu::TexturePointer map;
const std::shared_ptr<ViewFrustum>& getFrustum() const { return _frustum; }
@ -93,6 +92,8 @@ public:
const graphics::LightPointer& getLight() const { return _light; }
gpu::TexturePointer map;
protected:
#include "Shadows_shared.slh"

View file

@ -17,11 +17,11 @@
#define SHADOW_SCREEN_SPACE_DITHER 1
// the shadow texture
uniform sampler2DShadow shadowMaps[SHADOW_CASCADE_MAX_COUNT];
uniform sampler2DArrayShadow shadowMaps;
// Sample the shadowMap with PCF (built-in)
float fetchShadow(int cascadeIndex, vec3 shadowTexcoord) {
return texture(shadowMaps[cascadeIndex], shadowTexcoord);
return texture(shadowMaps, vec4(shadowTexcoord.xy, cascadeIndex, shadowTexcoord.z));
}
vec2 PCFkernel[4] = vec2[4](