mirror of
https://github.com/lubosz/overte.git
synced 2025-04-16 09:46:29 +02:00
Move antialiasing and velocity buffer makeProgram to deferred scheme
This commit is contained in:
parent
b2e736da70
commit
529d5517e5
4 changed files with 32 additions and 24 deletions
|
@ -197,7 +197,7 @@ Antialiasing::~Antialiasing() {
|
|||
_antialiasingTextures[1].reset();
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
|
||||
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(const render::RenderContextPointer& renderContext) {
|
||||
|
||||
if (!_antialiasingPipeline) {
|
||||
|
||||
|
@ -206,17 +206,6 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
|
|||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
|
||||
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
|
@ -224,6 +213,21 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
|
|||
|
||||
// Good to go add the brand new pipeline
|
||||
_antialiasingPipeline = gpu::Pipeline::create(program, state);
|
||||
|
||||
gpu::doInBatch("SurfaceGeometryPass::CurvaturePipeline", renderContext->args->_context, [program](gpu::Batch& batch) {
|
||||
batch.runLambda([program]() {
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
return _antialiasingPipeline;
|
||||
|
@ -343,7 +347,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
|
|||
batch.setViewportTransform(args->_viewport);
|
||||
|
||||
// TAA step
|
||||
getAntialiasingPipeline();
|
||||
getAntialiasingPipeline(renderContext);
|
||||
batch.setResourceFramebufferSwapChainTexture(AntialiasingPass_HistoryMapSlot, _antialiasingBuffers, 0);
|
||||
batch.setResourceTexture(AntialiasingPass_SourceMapSlot, sourceBuffer->getRenderBuffer(0));
|
||||
batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, velocityBuffer->getVelocityTexture());
|
||||
|
@ -354,7 +358,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
|
|||
batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
|
||||
|
||||
batch.setFramebufferSwapChain(_antialiasingBuffers, 1);
|
||||
batch.setPipeline(getAntialiasingPipeline());
|
||||
batch.setPipeline(getAntialiasingPipeline(renderContext));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
// Blend step
|
||||
|
|
|
@ -173,7 +173,7 @@ public:
|
|||
void configure(const Config& config);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
const gpu::PipelinePointer& getAntialiasingPipeline();
|
||||
const gpu::PipelinePointer& getAntialiasingPipeline(const render::RenderContextPointer& renderContext);
|
||||
const gpu::PipelinePointer& getBlendPipeline();
|
||||
const gpu::PipelinePointer& getDebugBlendPipeline();
|
||||
|
||||
|
|
|
@ -113,7 +113,7 @@ void VelocityBufferPass::run(const render::RenderContextPointer& renderContext,
|
|||
outputs.edit1() = velocityFBO;
|
||||
outputs.edit2() = velocityTexture;
|
||||
|
||||
auto cameraMotionPipeline = getCameraMotionPipeline();
|
||||
auto cameraMotionPipeline = getCameraMotionPipeline(renderContext);
|
||||
|
||||
auto fullViewport = args->_viewport;
|
||||
|
||||
|
@ -143,18 +143,12 @@ void VelocityBufferPass::run(const render::RenderContextPointer& renderContext,
|
|||
}
|
||||
|
||||
|
||||
const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline() {
|
||||
const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline(const render::RenderContextPointer& renderContext) {
|
||||
if (!_cameraMotionPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = velocityBuffer_cameraMotion_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), VelocityBufferPass_FrameTransformSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), VelocityBufferPass_DepthMapSlot));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
// Stencil test the curvature pass for objects pixels only, not the background
|
||||
|
@ -164,6 +158,16 @@ const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline() {
|
|||
|
||||
// Good to go add the brand new pipeline
|
||||
_cameraMotionPipeline = gpu::Pipeline::create(program, state);
|
||||
|
||||
gpu::doInBatch("VelocityBufferPass::CameraMotionPipeline", renderContext->args->_context,
|
||||
[program](gpu::Batch& batch) {
|
||||
batch.runLambda([program]() {
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), VelocityBufferPass_FrameTransformSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), VelocityBufferPass_DepthMapSlot));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
return _cameraMotionPipeline;
|
||||
|
|
|
@ -79,7 +79,7 @@ private:
|
|||
|
||||
VelocityFramebufferPointer _velocityFramebuffer;
|
||||
|
||||
const gpu::PipelinePointer& getCameraMotionPipeline();
|
||||
const gpu::PipelinePointer& getCameraMotionPipeline(const render::RenderContextPointer& renderContext);
|
||||
gpu::PipelinePointer _cameraMotionPipeline;
|
||||
|
||||
gpu::RangeTimerPointer _gpuTimer;
|
||||
|
|
Loading…
Reference in a new issue