Files
luanti/src/client/render/plain.h
grorp a9fe83126a 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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2024-11-15 11:38:56 +01:00

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C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#pragma once
#include "core.h"
#include "pipeline.h"
/**
* Implements a pipeline step that renders the 3D scene
*/
class Draw3D : public RenderStep
{
public:
virtual void setRenderSource(RenderSource *) override {}
virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
virtual void reset(PipelineContext &context) override {}
virtual void run(PipelineContext &context) override;
private:
RenderTarget *m_target {nullptr};
};
class DrawWield : public RenderStep
{
public:
virtual void setRenderSource(RenderSource *) override {}
virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
virtual void reset(PipelineContext &context) override {}
virtual void run(PipelineContext &context) override;
private:
RenderTarget *m_target {nullptr};
};
/**
* Implements a pipeline step that renders the game HUD
*/
class DrawHUD : public RenderStep
{
public:
virtual void setRenderSource(RenderSource *) override {}
virtual void setRenderTarget(RenderTarget *) override {}
virtual void reset(PipelineContext &context) override {}
virtual void run(PipelineContext &context) override;
};
class MapPostFxStep : public TrivialRenderStep
{
public:
virtual void setRenderTarget(RenderTarget *) override;
virtual void run(PipelineContext &context) override;
private:
RenderTarget *target;
};
class RenderShadowMapStep : public TrivialRenderStep
{
public:
virtual void run(PipelineContext &context) override;
};
/**
* UpscaleStep step performs rescaling of the image
* in the source texture 0 to the size of the target.
*/
class UpscaleStep : public RenderStep
{
public:
virtual void setRenderSource(RenderSource *source) override { m_source = source; }
virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
virtual void reset(PipelineContext &context) override {};
virtual void run(PipelineContext &context) override;
private:
RenderSource *m_source;
RenderTarget *m_target;
};
std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale);
RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client);
void populatePlainPipeline(RenderPipeline *pipeline, Client *client);
video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver);
video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver);