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-rw-r--r--drivers/gles3/effects/copy_effects.cpp76
-rw-r--r--drivers/gles3/effects/copy_effects.h1
-rw-r--r--drivers/gles3/shaders/copy.glsl39
-rw-r--r--drivers/gles3/storage/texture_storage.cpp14
4 files changed, 122 insertions, 8 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index b8c56018dc..658c0e6145 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -31,6 +31,7 @@
#ifdef GLES3_ENABLED
#include "copy_effects.h"
+#include "../storage/texture_storage.h"
using namespace GLES3;
@@ -133,6 +134,7 @@ void CopyEffects::copy_screen() {
draw_screen_triangle();
}
+// Intended for efficiently mipmapping textures.
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
GLuint framebuffers[2];
glGenFramebuffers(2, framebuffers);
@@ -158,6 +160,80 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
glDeleteFramebuffers(2, framebuffers);
}
+// Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur().
+void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) {
+ GLuint framebuffer;
+ glGenFramebuffers(1, &framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, p_source_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ Size2i base_size = p_size;
+
+ Rect2i source_region = p_region;
+ Rect2i dest_region = p_region;
+
+ Size2 float_size = Size2(p_size);
+ Rect2 normalized_source_region = Rect2(p_region);
+ normalized_source_region.position = normalized_source_region.position / float_size;
+ normalized_source_region.size = normalized_source_region.size / float_size;
+ Rect2 normalized_dest_region = Rect2(p_region);
+ for (int i = 1; i < p_mipmap_count; i++) {
+ dest_region.position.x >>= 1;
+ dest_region.position.y >>= 1;
+ dest_region.size.x = MAX(1, dest_region.size.x >> 1);
+ dest_region.size.y = MAX(1, dest_region.size.y >> 1);
+ base_size.x >>= 1;
+ base_size.y >>= 1;
+
+ glBindTexture(GL_TEXTURE_2D, p_source_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
+#ifdef DEV_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Could not bind Gaussian blur framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+#endif
+
+ glViewport(0, 0, base_size.x, base_size.y);
+
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
+ if (!success) {
+ return;
+ }
+
+ float_size = Size2(base_size);
+ normalized_dest_region.position = Size2(dest_region.position) / float_size;
+ normalized_dest_region.size = Size2(dest_region.size) / float_size;
+
+ copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, normalized_dest_region.position.x, normalized_dest_region.position.y, normalized_dest_region.size.x, normalized_dest_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
+ copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, normalized_source_region.position.x, normalized_source_region.position.y, normalized_source_region.size.x, normalized_source_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
+ copy.shader.version_set_uniform(CopyShaderGLES3::PIXEL_SIZE, 1.0 / float_size.x, 1.0 / float_size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
+
+ draw_screen_quad();
+
+ source_region = dest_region;
+ normalized_source_region = normalized_dest_region;
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &framebuffer);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_mipmap_count - 1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glViewport(0, 0, p_size.x, p_size.y);
+}
+
void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
if (!success) {
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index 105fbcfe98..b2bceb84af 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -64,6 +64,7 @@ public:
void copy_to_rect(const Rect2 &p_rect);
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
+ void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
void set_color(const Color &p_color, const Rect2i &p_region);
void draw_screen_triangle();
void draw_screen_quad();
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index 796ba79c2e..3a85569555 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -16,17 +16,24 @@ layout(location = 0) in vec2 vertex_attrib;
out vec2 uv_interp;
/* clang-format on */
-#ifdef USE_COPY_SECTION
+#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
+// Defined in 0-1 coords.
uniform highp vec4 copy_section;
#endif
+#ifdef MODE_GAUSSIAN_BLUR
+uniform highp vec4 source_section;
+#endif
void main() {
uv_interp = vertex_attrib * 0.5 + 0.5;
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
-#ifdef USE_COPY_SECTION
+#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
+#ifdef MODE_GAUSSIAN_BLUR
+ uv_interp = source_section.xy + uv_interp * source_section.zw;
+#endif
}
/* clang-format off */
@@ -39,6 +46,7 @@ uniform vec4 color_in;
#endif
#ifdef MODE_GAUSSIAN_BLUR
+// Defined in 0-1 coords.
uniform highp vec2 pixel_size;
#endif
@@ -55,4 +63,31 @@ void main() {
#ifdef MODE_SIMPLE_COLOR
frag_color = color_in;
#endif
+
+// Efficient box filter from Jimenez: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+// Approximates a Gaussian in a single pass.
+#ifdef MODE_GAUSSIAN_BLUR
+ vec4 A = textureLod(source, uv_interp + pixel_size * vec2(-1.0, -1.0), 0.0);
+ vec4 B = textureLod(source, uv_interp + pixel_size * vec2(0.0, -1.0), 0.0);
+ vec4 C = textureLod(source, uv_interp + pixel_size * vec2(1.0, -1.0), 0.0);
+ vec4 D = textureLod(source, uv_interp + pixel_size * vec2(-0.5, -0.5), 0.0);
+ vec4 E = textureLod(source, uv_interp + pixel_size * vec2(0.5, -0.5), 0.0);
+ vec4 F = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 0.0), 0.0);
+ vec4 G = textureLod(source, uv_interp, 0.0);
+ vec4 H = textureLod(source, uv_interp + pixel_size * vec2(1.0, 0.0), 0.0);
+ vec4 I = textureLod(source, uv_interp + pixel_size * vec2(-0.5, 0.5), 0.0);
+ vec4 J = textureLod(source, uv_interp + pixel_size * vec2(0.5, 0.5), 0.0);
+ vec4 K = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 1.0), 0.0);
+ vec4 L = textureLod(source, uv_interp + pixel_size * vec2(0.0, 1.0), 0.0);
+ vec4 M = textureLod(source, uv_interp + pixel_size * vec2(1.0, 1.0), 0.0);
+
+ float weight = 0.5 / 4.0;
+ float lesser_weight = 0.125 / 4.0;
+
+ frag_color = (D + E + I + J) * weight;
+ frag_color += (A + B + G + F) * lesser_weight;
+ frag_color += (B + C + H + G) * lesser_weight;
+ frag_color += (F + G + L + K) * lesser_weight;
+ frag_color += (G + H + M + L) * lesser_weight;
+#endif
}
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index c4fef89cfd..fd187527ac 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1827,10 +1827,10 @@ void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
return;
}
- // Initialize all levels to opaque Magenta.
+ // Initialize all levels to clear black.
for (int j = 0; j < count; j++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
- glClearColor(1.0, 0.0, 1.0, 1.0);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
@@ -2548,18 +2548,18 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
}
glDisable(GL_BLEND);
- //single texture copy for backbuffer
+ // Single texture copy for backbuffer.
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
GLES3::CopyEffects::get_singleton()->copy_screen();
if (p_gen_mipmaps) {
- GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
+ GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
- glEnable(GL_BLEND); // 2D almost always uses blend.
+ glEnable(GL_BLEND); // 2D starts with blend enabled.
}
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
@@ -2604,8 +2604,10 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
return; //nothing to do
}
}
+ glDisable(GL_BLEND);
+ GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
+ glEnable(GL_BLEND); // 2D starts with blend enabled.
- GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}