getting rescaling to work for forward yop

This commit is contained in:
Sam Gateau 2019-06-14 00:48:07 -07:00
parent c0d64ce4e2
commit 12f8c7486b
8 changed files with 124 additions and 22 deletions

View file

@ -93,7 +93,7 @@ class PreparePrimaryFramebufferConfig : public render::Job::Config {
public:
float getResolutionScale() const { return resolutionScale; }
void setResolutionScale(float scale) {
resolutionScale = std::max(0.1f, std::min(1.0f, resolutionScale));
resolutionScale = std::max(0.1f, std::min(2.0f, scale));
}
signals:

View file

@ -205,6 +205,27 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
});
}
void NewFramebuffer::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
RenderArgs* args = renderContext->args;
// auto frameSize = input;
output.reset();
glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);
if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
_outputFramebuffer.reset();
}
if (!_outputFramebuffer) {
_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer.out"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
_outputFramebuffer->setRenderBuffer(0, colorTexture);
}
output = _outputFramebuffer;
}
void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
RenderArgs* args = renderContext->args;

View file

@ -95,6 +95,17 @@ public:
};
class NewFramebuffer {
public:
using Input = glm::uvec2;
using Output = gpu::FramebufferPointer;
using JobModel = render::Job::ModelIO<NewFramebuffer, Input, Output>;
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
private:
gpu::FramebufferPointer _outputFramebuffer;
};
class ResolveFramebuffer {
public:
using Inputs = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>;

View file

@ -19,6 +19,7 @@
#include <gpu/Texture.h>
#include <graphics/ShaderConstants.h>
#include <render/ShapePipeline.h>
#include <render/ResampleTask.h>
#include <render/FilterTask.h>
@ -50,11 +51,11 @@ extern void initForwardPipelines(ShapePlumber& plumber);
void RenderForwardTask::configure(const Config& config) {
// Propagate resolution scale to sub jobs who need it
auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
// auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");
auto upsamplePrimaryBufferConfig = config.getConfig<Upsample2>("PrimaryBufferUpscale");
assert(preparePrimaryBufferConfig);
// assert(upsamplePrimaryBufferConfig);
assert(upsamplePrimaryBufferConfig);
preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
// upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
}
void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
@ -141,24 +142,35 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
const auto newResolvedFramebuffer = task.addJob<NewFramebuffer>("MakeResolvingFramebuffer");
// Just resolve the msaa
const auto resolveInputs =
ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
// ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, newResolvedFramebuffer).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
//auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
// auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
#if defined(Q_OS_ANDROID)
#else
// Upscale to finale resolution
const auto primaryFramebuffer = task.addJob<render::Upsample2>("PrimaryBufferUpscale", resolvedFramebuffer);
// Lighting Buffer ready for tone mapping
// Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify
// the output FBO as null, which causes the tonemapping to target the blit framebuffer
const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
// const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
const auto toneMappingInputs = ToneMappingDeferred::Inputs(primaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
// const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, newResolvedFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
#endif
// Layered Overlays
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD", resolvedFramebuffer);
task.addJob<CompositeHUD>("HUD", primaryFramebuffer);
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
@ -201,20 +213,12 @@ void PreparePrimaryFramebufferMSAA::run(const RenderContextPointer& renderContex
if (!_framebuffer || (_framebuffer->getSize() != scaledFrameSize) || (_framebuffer->getNumSamples() != _numSamples)) {
_framebuffer = createFramebuffer("forward", scaledFrameSize, _numSamples);
}
/*
auto args = renderContext->args;
gpu::doInBatch("PrepareFramebuffer::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(_framebuffer);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0, true);
});*/
framebuffer = _framebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
}
void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {

View file

@ -47,7 +47,7 @@ class PreparePrimaryFramebufferMSAAConfig : public render::Job::Config {
public:
float getResolutionScale() const { return resolutionScale; }
void setResolutionScale(float scale) {
resolutionScale = std::max(0.1f, std::min(1.0f, resolutionScale));
resolutionScale = std::max(0.1f, std::min(2.0f, scale));
}
int getNumSamples() const { return numSamples; }

View file

@ -135,3 +135,50 @@ void Upsample::run(const RenderContextPointer& renderContext, const gpu::Framebu
args->_viewport = viewport;
}
}
gpu::PipelinePointer Upsample2::_pipeline;
void Upsample2::configure(const Config& config) {
_factor = config.factor;
}
void Upsample2::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto sourceFramebuffer = input;
// auto srcFramebuffer = input.get0();
// auto dstFramebuffer = input.get1();
// resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
resampledFrameBuffer = args->_blitFramebuffer;
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
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;
}
}

View file

@ -67,6 +67,25 @@ namespace render {
gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
};
class Upsample2 {
public:
// using Input = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>;
using Input = gpu::FramebufferPointer;
using Config = UpsampleConfig;
using JobModel = Job::ModelIO<Upsample2, Input, gpu::FramebufferPointer, Config>;
Upsample2(float factor = 2.0f) : _factor{ factor } {}
void configure(const Config& config);
void run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
protected:
static gpu::PipelinePointer _pipeline;
float _factor{ 2.0f };
};
}
#endif // hifi_render_ResampleTask_h

View file

@ -35,7 +35,7 @@ Column {
object: Render
property: "viewportResolutionScale"
min: 0.1
max: 1.0
max: 2.0
}
}