Oryol: WebGL2 / RenderPass merge incoming
If everything goes well I will merge my WebGL2/RenderPass work in Oryol back to master next weekend (8/9-Apr-2017).
This post is about:
- changes which break existing code
- overview of new features
- overview of things that didn’t make the cut
- and a quick outlook what’s next
You can track the changes in full detail by looking through this Pull Request:
https://github.com/floooh/oryol/pull/247/files
What’s New
The following things are now possible:
- GLES3 is now used on iOS if the GL rendering backend is used
- WebGL2 is supported, but must be ‘opted in’ by using one of the
webgl2-emsc-*-*
build configs (e.g../fips set config webgl2-emsc-make-debug
) - if WebGL2 is not supported by a browser, the rendering backend will automatically fall back to WebGL
- 2D-array- and 3D-textures are now supported
- multiple-render-target offscreen-rendering is now supported
- rendering to cubemap-, 2D-array- and 3D-texture-slices is now possible
- MSAA offscreen rendering is now supported, with an automatic MSAA-resolve in Gfx::EndPass()
- a new 10.10.10.2 bit vertex format (VertexFormat::UInt10_2N) has been added
- …and a new 10.10.10.2 bit renderable pixel format (PixelFormat::R10G10B10A2)
What didn’t make it
- I had originally added transform feedback support (capturing the output of a vertex shader into a vertex buffer), I have removed this because shader-code-generator support in Metal and D3D11 was too tricky, and I want to fix the shader generation first before tackling this again (I would prefer proper compute shader support in a WebGL2.1 of course)
- same with the uniform buffer support I had implemented in the new GL renderer, I didn’t see any performance difference to updating granular uniforms on any platform I tested, but the code was much more complex (since I was adding command recording- and playback to the GL renderer), I scrapped the whole code for these 2 reasons (no performance difference, but much more code) (note that the D3D11 and Metal renderer both use uniform buffers very efficiently, only the GL renderer doesn’t use them)
- …and I also scrapped the experimental D3D12 renderer, I thought long and hard about this for a couple of weeks, but I couldn’t justify to keep it in the end. The D3D12 renderer didn’t show any performance difference to D3D11 (understandably, since the Oryol renderer is single-threaded), but it added several thousand lines of non-trivial code
What’s coming up
I’d like to tackle the shader-code-generation next:
Cross-translating the ‘meta-shader-code’ to different GLSL versions, HLSL, and MetalSL currently works through fragile text transformations, it becomes harder and harder to add new features, and there are more and more ‘magic keywords’ necessary when writing shader code. I want to replace this with glslang to generate SPIR-V byte code, and then translate this byte code to GLSL, HLSL and MetalSL with SPIRV-Cross.
At least that’s currently my naive idea :)
What needs to be changed
Gfx::ApplyRenderTarget() => Gfx::BeginPass()
The two Gfx::ApplyRenderTarget() methods are gone:
class Gfx {
...
/// apply the default render target and perform clear-actions
static void ApplyDefaultRenderTarget(const ClearState& clearState=ClearState());
/// apply an offscreen render target and perform clear-actions
static void ApplyRenderTarget(const Id& id, const ClearState& clearState=ClearState());
...
};
They have been replaced with 4 variants of Gfx::BeginPass(), and a new Gfx::EndPass() method:
class Gfx {
...
/// begin rendering to default render pass
static void BeginPass();
/// begin rendering to default render pass with override clear values
static void BeginPass(const PassAction& action);
/// begin offscreen rendering
static void BeginPass(const Id& passId);
/// begin offscreen rendering with override clear colors
static void BeginPass(const Id& passId, const PassAction& action);
/// finish rendering to current pass
static void EndPass();
...
}
If your code is just rendering to the default framebuffer and doesn’t change the default clear color, simply replace the call to Gfx::ApplyDefaultRenderTarget() with Gfx::BeginPass() (without arguments), and add a Gfx::EndPass() right before Gfx::CommitFrame().
Before:
Gfx::ApplyDefaultRenderTarget();
Gfx::ApplyDrawState(this->drawState);
Gfx::Draw();
Gfx::CommitFrame();
After:
Gfx::BeginPass();
Gfx::ApplyDrawState(this->drawState);
Gfx::Draw();
Gfx::EndPass();
Gfx::CommitFrame();
If you render to the default framebuffer, but have a custom clear color, you have 2 options now:
If the clear values are fixed, just define them once in the GfxSetup struct by configuring the DefaultPassAction when setting up the Gfx module, and call Gfx::BeginPass() without parameters:
// setup Gfx module with custom clear color for the
// default framebuffer:
auto gfxSetup = GfxSetup::Window(800, 600, "Bla");
gfxSetup.DefaultPassAction = PassAction::Clear(glm::vec4(0.25f, 0.45f, 0.65f, 1.0f));
Gfx::Setup(gfxSetup);
// later in the render loop:
Gfx::BeginPass();
...
Gfx::EndPass();
Gfx::CommitFrame();
You can also define custom clear values for the default framebuffer by calling Gfx::BeginPass() with a PassAction argument, this is useful if you don’t know the clear color yet at application start, or if the clear color changes dynamically:
Gfx::BeginPass(PassAction::Clear(glm::vec4(...)));
...
Gfx::EndPass();
Gfx::CommitFrame();
If you perform offscreen rendering, instead of Gfx::ApplyRenderTarget() with a texture Id, you now need to call Gfx::BeginPass() with the Id of a render pass object.
Before:
// create a render target texture:
auto rtSetup = TextureSetup::RenderTarget(128, 128);
rtSetup.ColorFormat = PixelFormat::RGBA8;
rtSetup.DepthFormat = PixelFormat::DEPTH;
this->rtTexture = Gfx::CreateResource(rtSetup);
// ...later in the render loop
Gfx::ApplyRenderTarget(this->renderTarget);
...
Gfx::CommitFrame();
This needs to be rewritten like this:
// create a render target texture, and a render pass:
auto rtSetup = TextureSetup::RenderTarget2D(128, 128, PixelFormat::RGBA8, PixelFormat::DEPTH);
Id rtTexture = Gfx::CreateResource(rtSetup);
auto rpSetup = PassSetup::From(rtTexture, rtTexture);
this->renderPass = Gfx::CreateResource(rpSetup);
// ...later in the render loop
Gfx::BeginPass(this->renderPass);
...
Gfx::EndPass();
The default PassAction for offscreen rendering is to clear the color buffer to black, the depth buffer to 1.0, and the stencil buffer to 0.
Overriding the clear values follows the same idea as with the default framebuffer. If the clear values are static, and don’t need to change, they can be predefined in the PassSetup structure when the render pass is created:
auto rpSetup = PassSetup::From(rtTexture, rtTexture);
rpSetup.DefaultAction = PassAction::Clear(glm::vec4(...));
this->renderPass = Gfx::CreateResource(rpSetup);
…or if the clear values are unknown yet when the pass object is created, or they should change dynamically, hand a PassAction object as second param to Gfx::BeginPass():
Gfx::BeginPass(this->renderPass, PassAction::Clear(glm::vec4(...)));
...
Gfx::EndPass();
TextureSetup initialization
The static creator functions for TextureSetup have been renamed, and new ones have been added. The new methods are:
class TextureSetup {
...
static TextureSetup FromPixelData2D(...);
static TextureSetup FromPixelDataCube(...);
static TextureSetup FromPixelData3D(...);
static TextureSetup FromPixelDataArray(...);
static TextureSetup Empty2D(...);
static TextureSetup EmptyCube(...);
static TextureSetup Empty3D(...);
static TextureSetup EmptyArray(...);
static TextureSetup RenderTarget2D(...);
static TextureSetup RenderTargetCube(...);
static TextureSetup RenderTarget3D(...);
static TextureSetup RenderTargetArray(...)
...
};
Some other smaller changes:
- Gfx::RenderTargetAttrs() has been renamed to Gfx::PassAttrs()
- Gfx::ReadPixels() has been removed (this was only supported on GL anyay)
There may be more smaller changes (renamed public members), but these should be straightforward to fix.