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4 changes: 2 additions & 2 deletions src/engine/renderer/Material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -904,7 +904,7 @@ void BindShaderGeneric3D( Material* material ) {
gl_genericShaderMaterial->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix );
gl_genericShaderMaterial->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[glState.stackIndex] );

gl_genericShaderMaterial->SetUniform_DepthMapBindless( GL_BindToTMU( 1, tr.currentDepthImage ) );
gl_genericShaderMaterial->SetUniform_DepthMapBindless( GL_BindToTMU( 1, tr.depthSamplerImage ) );

// u_DeformGen
gl_genericShaderMaterial->SetUniform_Time( backEnd.refdef.floatTime - backEnd.currentEntity->e.shaderTime );
Expand Down Expand Up @@ -1080,7 +1080,7 @@ void BindShaderLiquid( Material* material ) {
gl_liquidShaderMaterial->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[glState.stackIndex] );

// depth texture
gl_liquidShaderMaterial->SetUniform_DepthMapBindless( GL_BindToTMU( 2, tr.currentDepthImage ) );
gl_liquidShaderMaterial->SetUniform_DepthMapBindless( GL_BindToTMU( 2, tr.depthSamplerImage ) );

// bind u_PortalMap
gl_liquidShaderMaterial->SetUniform_PortalMapBindless( GL_BindToTMU( 1, tr.portalRenderImage ) );
Expand Down
22 changes: 19 additions & 3 deletions src/engine/renderer/tr_backend.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1213,6 +1213,11 @@ void RB_RunVisTests( )

void RB_PrepareForSamplingDepthMap()
{
if ( glConfig.usingReadonlyDepth )
{
return;
}

if ( !glConfig.textureBarrierAvailable )
{
return;
Expand Down Expand Up @@ -1413,7 +1418,7 @@ void RB_RenderGlobalFog()

// bind u_DepthMap
gl_fogGlobalShader->SetUniform_DepthMapBindless(
GL_BindToTMU( 1, tr.currentDepthImage )
GL_BindToTMU( 1, tr.depthSamplerImage )
);

Tess_InstantScreenSpaceQuad();
Expand Down Expand Up @@ -1535,7 +1540,7 @@ void RB_RenderMotionBlur()
gl_motionblurShader->SetUniform_blurVec(tr.refdef.blurVec);

gl_motionblurShader->SetUniform_DepthMapBindless(
GL_BindToTMU( 1, tr.currentDepthImage )
GL_BindToTMU( 1, tr.depthSamplerImage )
);

Tess_InstantScreenSpaceQuad();
Expand Down Expand Up @@ -1586,7 +1591,7 @@ void RB_RenderSSAO()
gl_ssaoShader->SetUniform_UnprojectionParams( unprojectionParams );

gl_ssaoShader->SetUniform_DepthMapBindless(
GL_BindToTMU( 0, tr.currentDepthImage )
GL_BindToTMU( 0, tr.depthSamplerImage )
);

Tess_InstantScreenSpaceQuad();
Expand Down Expand Up @@ -2699,6 +2704,17 @@ static void RB_RenderView( bool depthPass )
return;
}

if ( glConfig.usingReadonlyDepth )
{
FBO_t *currentDrawFBO = glState.currentFBO;
R_BindFBO( GL_READ_FRAMEBUFFER, currentDrawFBO );
R_BindFBO( GL_DRAW_FRAMEBUFFER, tr.readonlyDepthFBO );
int x0 = backEnd.viewParms.viewportX, x1 = x0 + backEnd.viewParms.viewportWidth;
int y0 = backEnd.viewParms.viewportY, y1 = y0 + backEnd.viewParms.viewportHeight;
GL_fboShim.glBlitFramebuffer( x0, y0, x1, y1, x0, y0, x1, y1, GL_DEPTH_BUFFER_BIT, GL_NEAREST );
R_BindFBO( currentDrawFBO );
}

if( tr.refdef.blurVec[0] != 0.0f ||
tr.refdef.blurVec[1] != 0.0f ||
tr.refdef.blurVec[2] != 0.0f )
Expand Down
8 changes: 8 additions & 0 deletions src/engine/renderer/tr_fbo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -263,6 +263,14 @@ void R_InitFBOs()
R_AttachFBOTexturePackedDepthStencil( tr.currentDepthImage->texnum );
R_CheckFBO( tr.mainFBO[1] );

if ( glConfig.usingReadonlyDepth )
{
tr.readonlyDepthFBO = R_CreateFBO( "_depthReadonly", width, height );
R_BindFBO( tr.readonlyDepthFBO );
R_AttachFBOTexturePackedDepthStencil( tr.depthSamplerImage->texnum );
glConfig.usingReadonlyDepth = R_CheckFBO( tr.readonlyDepthFBO );
}

if ( glConfig.realtimeLighting )
{
/* It's only required to create frame buffers only used by the
Expand Down
6 changes: 6 additions & 0 deletions src/engine/renderer/tr_image.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2473,6 +2473,12 @@ static void R_CreateCurrentRenderImage()

tr.currentDepthImage = R_CreateImage( "*currentDepth", nullptr, width, height, 1, imageParams );

if ( glConfig.usingReadonlyDepth )
{
// For use with glBlitFramebuffer, format must be the same as currentDepthImage
tr.depthSamplerImage = R_CreateImage( "*readonlyDepth", nullptr, width, height, 1, imageParams );
}

if ( glConfig.usingMaterialSystem ) {
materialSystem.GenerateDepthImages( width, height, imageParams );
}
Expand Down
29 changes: 29 additions & 0 deletions src/engine/renderer/tr_init.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -92,6 +92,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Cvar::Cvar<bool> r_overbrightIgnoreMapSettings("r_overbrightIgnoreMapSettings", "force usage of r_overbrightDefaultClamp / r_overbrightDefaultExponent, ignoring worldspawn", Cvar::NONE, false);
Cvar::Range<Cvar::Cvar<int>> r_lightMode("r_lightMode", "lighting mode: 0: fullbright (cheat), 1: vertex light, 2: grid light (cheat), 3: light map", Cvar::NONE, Util::ordinal(lightMode_t::MAP), Util::ordinal(lightMode_t::FULLBRIGHT), Util::ordinal(lightMode_t::MAP));
Cvar::Cvar<bool> r_colorGrading( "r_colorGrading", "Use color grading", Cvar::NONE, true );
static Cvar::Range<Cvar::Cvar<int>> r_readonlyDepthBuffer(
"r_readonlyDepthBuffer", "sample depth from a copy of the depth texture: 0 = no (unsafe), 1 = if necessary depending on GL features, 2 = yes",
Cvar::NONE, 1, 0, 2);
Cvar::Cvar<bool> r_preferBindlessTextures( "r_preferBindlessTextures", "use bindless textures even when material system is off", Cvar::NONE, false );
Cvar::Cvar<bool> r_materialSystem( "r_materialSystem", "Use Material System", Cvar::NONE, false );
Cvar::Cvar<bool> r_gpuFrustumCulling( "r_gpuFrustumCulling", "Use frustum culling on the GPU for the Material System", Cvar::NONE, true );
Expand Down Expand Up @@ -1193,6 +1196,7 @@ ScreenshotCmd screenshotPNGRegistration("screenshotPNG", ssFormat_t::SSF_PNG, "p

Cvar::Latch( r_realtimeLighting );
Cvar::Latch( r_realtimeLightLayers );
Cvar::Latch( r_readonlyDepthBuffer );
Cvar::Latch( r_preferBindlessTextures );
Cvar::Latch( r_materialSystem );

Expand Down Expand Up @@ -1407,12 +1411,37 @@ ScreenshotCmd screenshotPNGRegistration("screenshotPNG", ssFormat_t::SSF_PNG, "p
backEndData[ 1 ] = nullptr;
}

switch ( r_readonlyDepthBuffer.Get() )
{
case 0:
glConfig.usingReadonlyDepth = false;
break;
case 1:
glConfig.usingReadonlyDepth = !glConfig.textureBarrierAvailable;
break;
case 2:
glConfig.usingReadonlyDepth = true;
break;
}

if ( glConfig.usingReadonlyDepth && !r_depthShaders.Get() )
{
Log::Warn( "Disabling read-only depth buffer because depth pre-pass is disabled" );
glConfig.usingReadonlyDepth = false;
}

R_ToggleSmpFrame();

R_InitImages();

R_InitFBOs();

// This is here in case creating the depth-only FBO failed.
if ( !glConfig.usingReadonlyDepth )
{
tr.depthSamplerImage = tr.currentDepthImage;
}

R_InitVBOs();

R_InitShaders();
Expand Down
2 changes: 2 additions & 0 deletions src/engine/renderer/tr_local.h
Original file line number Diff line number Diff line change
Expand Up @@ -2454,6 +2454,7 @@ enum
image_t *bloomRenderFBOImage[ 2 ];
image_t *currentRenderImage[ 2 ];
image_t *currentDepthImage;
image_t *depthSamplerImage;
image_t *depthtile1RenderImage;
image_t *depthtile2RenderImage;
image_t *lighttileRenderImage;
Expand All @@ -2465,6 +2466,7 @@ enum

// framebuffer objects
FBO_t *mainFBO[ 2 ];
FBO_t *readonlyDepthFBO;
FBO_t *depthtile1FBO;
FBO_t *depthtile2FBO;
FBO_t *lighttileFBO;
Expand Down
1 change: 1 addition & 0 deletions src/engine/renderer/tr_public.h
Original file line number Diff line number Diff line change
Expand Up @@ -111,6 +111,7 @@ struct GLConfig
bool computeShaderAvailable;
bool bindlessTexturesAvailable; // do the driver/hardware support it
bool usingBindlessTextures; // are we using them right now
bool usingReadonlyDepth;
bool shaderDrawParametersAvailable;
bool SSBOAvailable;
bool multiDrawIndirectAvailable;
Expand Down
4 changes: 2 additions & 2 deletions src/engine/renderer/tr_shade.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -951,7 +951,7 @@ void Render_generic3D( shaderStage_t *pStage )
if ( needDepthMap )
{
gl_genericShader->SetUniform_DepthMapBindless(
GL_BindToTMU( 1, tr.currentDepthImage )
GL_BindToTMU( 1, tr.depthSamplerImage )
);
}

Expand Down Expand Up @@ -1550,7 +1550,7 @@ void Render_liquid( shaderStage_t *pStage )
gl_liquidShader->SetUniform_PortalMapBindless( GL_BindToTMU( 1, tr.portalRenderImage ) );

// depth texture
gl_liquidShader->SetUniform_DepthMapBindless( GL_BindToTMU( 2, tr.currentDepthImage ) );
gl_liquidShader->SetUniform_DepthMapBindless( GL_BindToTMU( 2, tr.depthSamplerImage ) );

// bind u_HeightMap u_depthScale u_reliefOffsetBias
if ( pStage->enableReliefMapping )
Expand Down
1 change: 1 addition & 0 deletions src/engine/sys/sdl_glimp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2024,6 +2024,7 @@ static void GLimp_InitExtensions()
Cvar::Latch( r_arb_shading_language_420pack );
Cvar::Latch( r_arb_shader_storage_buffer_object );
Cvar::Latch( r_arb_sync );
Cvar::Latch( r_arb_texture_barrier );
Cvar::Latch( r_arb_texture_gather );
Cvar::Latch( r_arb_uniform_buffer_object );
Cvar::Latch( r_arb_vertex_attrib_binding );
Expand Down