diff options
author | Clay John <claynjohn@gmail.com> | 2022-10-23 17:00:01 -0700 |
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committer | GitHub <noreply@github.com> | 2022-10-23 17:00:01 -0700 |
commit | 753a182797e28e740c09a0d7c03b94d33946a0f6 (patch) | |
tree | 413fa80341f52487fe473f5f7c4c756ebe6ae336 /drivers/gles3/storage/render_scene_buffers_gles3.cpp | |
parent | a6fc95cd92dfa5eba0104bbbc6a1f43d30efd2d4 (diff) | |
parent | 398ee08375e1acc2354dcb8b9edbf2902a59fcf1 (diff) |
Merge pull request #65334 from dsnopek/opengl-multiview
[opengl] Add multiview to the opengl3 driver
Diffstat (limited to 'drivers/gles3/storage/render_scene_buffers_gles3.cpp')
-rw-r--r-- | drivers/gles3/storage/render_scene_buffers_gles3.cpp | 48 |
1 files changed, 36 insertions, 12 deletions
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp index 9123984dc7..b8e4530f56 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp +++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp @@ -33,12 +33,17 @@ #include "render_scene_buffers_gles3.h" #include "texture_storage.h" +#ifdef ANDROID_ENABLED +#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR +#endif + RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() { free_render_buffer_data(); } void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); //internal_size.x = p_internal_size.x; // ignore for now //internal_size.y = p_internal_size.y; @@ -50,7 +55,7 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte //msaa = p_msaa; //screen_space_aa = p_screen_space_aa; //use_debanding = p_use_debanding; - //view_count = p_view_count; + view_count = p_view_count; free_render_buffer_data(); @@ -62,24 +67,43 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); - glBindTexture(GL_TEXTURE_2D, rt->color); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + if (view_count > 1 && config->multiview_supported) { + glBindTexture(GL_TEXTURE_2D_ARRAY, rt->color); + glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, view_count); + } else { + glBindTexture(GL_TEXTURE_2D, rt->color); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + } glGenTextures(1, &depth_texture); - glBindTexture(GL_TEXTURE_2D, depth_texture); - - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + if (view_count > 1 && config->multiview_supported) { + glBindTexture(GL_TEXTURE_2D_ARRAY, depth_texture); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } else { + glBindTexture(GL_TEXTURE_2D, depth_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); + if (view_count > 1 && config->multiview_supported) { + glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture, 0, 0, view_count); + } else { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); + } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_2D_ARRAY, 0); glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { |