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Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".
Here's a comment I wrote about the workaround:
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Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO
This is currently necessary for a working depth buffer in the following cases:
- post-processing disabled, undersampling enabled
(addUpscaling specifies no depth texture)
- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
(populateSideBySidePipeline specifies no depth texture)
- post-processing disabled, 3d_mode = interlaced
(probably, can't test since it's broken)
(populateInterlacedPipeline specifies no depth texture)
With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.
This workaround was added in 1e96403954
/
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940
This workaround should be replaced by explicitly configuring depth
textures where needed.
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This commit is contained in:
parent
d4378a74d3
commit
a9fe83126a
7 changed files with 54 additions and 27 deletions
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@ -177,13 +177,6 @@ void TextureBufferOutput::activate(PipelineContext &context)
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size = texture->getSize();
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}
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// Use legacy call when there's single texture without depth texture
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// This binds default depth buffer to the FBO
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if (textures.size() == 1 && depth_stencil == NO_DEPTH_TEXTURE) {
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driver->setRenderTarget(textures[0], m_clear, m_clear, context.clear_color);
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return;
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}
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video::ITexture *depth_texture = nullptr;
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if (depth_stencil != NO_DEPTH_TEXTURE)
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depth_texture = buffer->getTexture(depth_stencil);
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@ -211,7 +204,7 @@ video::ITexture *DynamicSource::getTexture(u8 index)
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void ScreenTarget::activate(PipelineContext &context)
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{
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auto driver = context.device->getVideoDriver();
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driver->setRenderTarget(nullptr, m_clear, m_clear, context.clear_color);
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driver->setRenderTargetEx(nullptr, m_clear ? video::ECBF_ALL : video::ECBF_NONE, context.clear_color);
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driver->OnResize(size);
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RenderTarget::activate(context);
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}
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