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XRManager: Add support for WEBGL_multisampled_render_to_texture. #30418

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72 changes: 64 additions & 8 deletions src/renderers/webgl-fallback/WebGLBackend.js
Original file line number Diff line number Diff line change
Expand Up @@ -353,6 +353,14 @@ class WebGLBackend extends Backend {

renderTarget.autoAllocateDepthBuffer = false;

// The multisample_render_to_texture extension doesn't work properly if there
// are midframe flushes and an external depth texture.
if ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {

console.warn( 'THREE.WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );

}

}

}
Expand Down Expand Up @@ -530,7 +538,7 @@ class WebGLBackend extends Backend {

const { samples } = renderContext.renderTarget;

if ( samples > 0 ) {
if ( samples > 0 && this._useMultisampledRTT( renderContext.renderTarget ) === false ) {

const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];

Expand Down Expand Up @@ -1889,6 +1897,8 @@ class WebGLBackend extends Backend {

let msaaFb = renderTargetContextData.msaaFrameBuffer;
let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
const useMultisampledRTT = this._useMultisampledRTT( renderTarget );

const cacheKey = getCacheKey( descriptor );

Expand Down Expand Up @@ -1951,11 +1961,17 @@ class WebGLBackend extends Backend {

} else {

gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
if ( useMultisampledRTT ) {

}
multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

} else {

gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );

}

}

}

Expand All @@ -1966,7 +1982,7 @@ class WebGLBackend extends Backend {
if ( renderTarget.isXRRenderTarget && renderTarget.autoAllocateDepthBuffer === true ) {

const renderbuffer = gl.createRenderbuffer();
this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0 );
this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
renderTargetContextData.xrDepthRenderbuffer = renderbuffer;

} else {
Expand All @@ -1978,7 +1994,15 @@ class WebGLBackend extends Backend {
textureData.renderTarget = descriptor.renderTarget;
textureData.cacheKey = cacheKey; // required for copyTextureToTexture()

gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
if ( useMultisampledRTT ) {

multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

} else {

gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );

}

}

Expand All @@ -1995,7 +2019,16 @@ class WebGLBackend extends Backend {
// rebind color

const textureData = this.get( descriptor.textures[ 0 ] );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );

if ( useMultisampledRTT ) {

multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

} else {

gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );

}

// rebind depth

Expand All @@ -2010,15 +2043,24 @@ class WebGLBackend extends Backend {
} else {

const textureData = this.get( descriptor.depthTexture );
gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );

if ( useMultisampledRTT ) {

multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

} else {

gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );

}

}

}

}

if ( samples > 0 ) {
if ( samples > 0 && useMultisampledRTT === false ) {

if ( msaaFb === undefined ) {

Expand Down Expand Up @@ -2323,6 +2365,20 @@ class WebGLBackend extends Backend {

}

/**
* Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
* should be used when MSAA is enabled.
*
* @private
* @param {RenderTarget} renderTarget - The render target that should be multisampled.
* @return {Boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
*/
_useMultisampledRTT( renderTarget ) {

return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget.autoAllocateDepthBuffer !== false;

}

/**
* Frees internal resources.
*/
Expand Down
11 changes: 9 additions & 2 deletions src/renderers/webgl-fallback/utils/WebGLTextureUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -918,8 +918,9 @@ class WebGLTextureUtils {
* @param {WebGLRenderbuffer} renderbuffer - The render buffer.
* @param {RenderContext} renderContext - The render context.
* @param {Number} samples - The MSAA sample count.
* @param {Boolean} [useMultisampledRTT=false] - Whether to use WEBGL_multisampled_render_to_texture or not.
*/
setupRenderBufferStorage( renderbuffer, renderContext, samples ) {
setupRenderBufferStorage( renderbuffer, renderContext, samples, useMultisampledRTT = false ) {

const { gl } = this;
const renderTarget = renderContext.renderTarget;
Expand All @@ -932,7 +933,13 @@ class WebGLTextureUtils {

let glInternalFormat = gl.DEPTH_COMPONENT24;

if ( samples > 0 ) {
if ( useMultisampledRTT === true ) {

const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );

multisampledRTTExt.renderbufferStorageMultisampleEXT( gl.RENDERBUFFER, renderTarget.samples, glInternalFormat, width, height );

} else if ( samples > 0 ) {

if ( depthTexture && depthTexture.isDepthTexture ) {

Expand Down