refactor(render3d): render targets and passes behind gpu.ludic
Framebuffers and their attachments, renderbuffers (multisampled too), draw and read buffers, completeness checks, blits, viewports, clears, the screen framebuffer, the multisample enable, the wireframe switch and GL error checks now go through gpu_fb_* / gpu_rb_* / gpu_viewport / gpu_clear / gpu_blit / gpu_check, and no other file names them. Each call is the one GL call it replaces, in the same order: the fixed viewpoints render bit-identically and the game's self-tests report exactly what they did. What is attached to each framebuffer - colour slots, a depth texture or one layer of an array, renderbuffers and their samples - is recorded as it is attached, for a backend that builds render passes and image views. gpu_read_screen is the frame read-back a photograph takes. R3D_GLCHECK=1 checks, around every draw, clear and blit, that the bound framebuffer is complete and that no error is left behind, naming the framebuffer. It has already narrowed the old "gl error 1286 at terrain shadow bake": the error is pending before a draw after the map self- test, so it comes from a call that is not a draw, clear or blit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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4d3479d431
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10 changed files with 294 additions and 150 deletions
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@ -222,10 +222,10 @@ function terrain_generate() -> void {
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if ter_smooth { defs = "#define SMOOTH\n" }
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let p = r3d_program("fullscreen.vert", "heightgen.frag", defs)
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ter_height_tex = tex_target(TERRAIN_RES, TERRAIN_RES, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR)
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let fbo = gl_framebuffer()
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gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
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gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ter_height_tex, 0)
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gl_viewport(0, 0, TERRAIN_RES, TERRAIN_RES)
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let fbo = gpu_fb_new()
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gpu_fb_bind(fbo)
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gpu_fb_color(0, ter_height_tex)
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gpu_viewport(0, 0, TERRAIN_RES, TERRAIN_RES)
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gpu_depth_test(false)
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gl_use_program(p)
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u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
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@ -246,7 +246,7 @@ function terrain_generate() -> void {
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# second pass: R = height, GBA = the smooth surface normal, baked once (ternormal.frag)
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let raw = ter_height_tex
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ter_height_tex = tex_target(TERRAIN_RES, TERRAIN_RES, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_LINEAR)
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gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ter_height_tex, 0)
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gpu_fb_color(0, ter_height_tex)
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let pn = r3d_program("fullscreen.vert", "ternormal.frag", "")
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gl_use_program(pn)
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r3d_bind_2d(pn, "u_src", 0, raw)
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@ -259,12 +259,10 @@ function terrain_generate() -> void {
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gpu_tex_bind(GPU_TEX2D, ter_height_tex)
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gpu_pixel_store(GL_PACK_ALIGNMENT, 4)
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gpu_tex_read(GPU_TEX2D, GL_RED, GL_FLOAT, ter_heights)
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gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
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let ids = gl_scratch()
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ids[0] = fbo
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gl_delete_framebuffers(1, ids)
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gpu_fb_bind(0)
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gpu_fb_free(fbo)
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gl_delete_program(p)
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gl_check("terrain generate")
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gpu_check("terrain generate")
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}
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# The height field for shaders that place things on the ground (model.vert's u_ground)
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@ -281,10 +279,10 @@ function terrain_bake_shadow() -> void {
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if ter_shadow_tex == 0 { ter_shadow_tex = tex_target(TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_LINEAR) }
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if ter_shadow_prog == 0 { ter_shadow_prog = r3d_program("fullscreen.vert", "tershadow.frag", "#define NOISE_ONLY\n") }
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let p = ter_shadow_prog
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let fbo = gl_framebuffer()
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gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
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gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ter_shadow_tex, 0)
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gl_viewport(0, 0, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES)
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let fbo = gpu_fb_new()
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gpu_fb_bind(fbo)
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gpu_fb_color(0, ter_shadow_tex)
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gpu_viewport(0, 0, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES)
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gpu_depth_test(false)
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gpu_blend(false)
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gl_use_program(p)
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@ -292,12 +290,10 @@ function terrain_bake_shadow() -> void {
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u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
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u_v3(gpu_uniform(p, "u_sun"), sun_dir)
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mesh_draw(sky_fullscreen)
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gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
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let ids = gl_scratch()
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ids[0] = fbo
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gl_delete_framebuffers(1, ids)
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gpu_fb_bind(0)
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gpu_fb_free(fbo)
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ter_shadow_yaw = sky_yaw
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gl_check("terrain shadow bake")
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gpu_check("terrain shadow bake")
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}
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# height at world (x, z) — float bits, bilinear over the CPU copy
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@ -424,7 +420,7 @@ function terrain_init() -> void {
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ter_far_band = fi(60)
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if Os.has_env("R3D_TBAND") { ter_far_band = fi(Text.to_int(Os.env("R3D_TBAND"))) }
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ter_snow_line = fi(880)
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gl_check("terrain init")
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gpu_check("terrain init")
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}
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# draw into the current cascade with the given light view-projection
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@ -516,18 +512,18 @@ function terrain_sun_pass(w: int, h: int, depth: int) -> Target {
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# an error per draw and a pass that silently does nothing. One call a pass is cheaper
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# than any scheme for noticing.
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target_bind(t)
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gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0)
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gpu_fb_depth(depth)
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if not ter_sun_checked {
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ter_sun_checked = true
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let st = gl_check_framebuffer_status(GL_FRAMEBUFFER)
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let st = gpu_fb_status()
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if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: sun-visibility framebuffer incomplete {st}`) }
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}
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gpu_depth_test(true)
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gpu_depth_func(GL_LESS)
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gpu_depth_write(true)
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# the depth is the frame's own and was cleared with it; only the visibility is cleared
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gl_clear_color(1.0, 1.0, 1.0, 1.0) # unshadowed where nothing is drawn
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gl_clear(GL_COLOR_BUFFER_BIT)
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gpu_clear_color(1.0, 1.0, 1.0, 1.0) # unshadowed where nothing is drawn
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gpu_clear(GL_COLOR_BUFFER_BIT)
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let p = ter_sun_prog
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gl_use_program(p)
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r3d_bind_2d(p, "u_height", 0, ter_height_tex)
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@ -572,7 +568,7 @@ function terrain_draw() -> void {
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if ter_reflect { target_bind(water_refl) }
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else {
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target_bind(post_hdr)
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if post_ms_fbo != 0 { gl_bind_framebuffer(GL_FRAMEBUFFER, post_ms_fbo) }
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if post_ms_fbo != 0 { gpu_fb_bind(post_ms_fbo) }
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}
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gpu_depth_test(true)
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# the prepass already laid this geometry's depth down: only the frontmost fragment of
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@ -587,9 +583,9 @@ function terrain_draw() -> void {
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cd_far_draws = 0
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cd_near_draws = 0
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gpu_mesh_bind(cd_mesh)
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if ter_wire { gl_polygon_mode(GL_FRONT_AND_BACK, GL_LINE) }
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if ter_wire { gpu_wireframe(true) }
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cdlod_select(CD_LEVELS - 1, 0, 0)
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if ter_wire { gl_polygon_mode(GL_FRONT_AND_BACK, GL_FILL) }
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if ter_wire { gpu_wireframe(false) }
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gpu_depth_func(GL_LESS)
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if r3d_debug and not ter_printed { ter_printed = true; print(`cdlod patches drawn: {cd_draws} (far {cd_far_draws}, near {cd_near_draws}, band {cd_draws - cd_far_draws - cd_near_draws})`) }
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}
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@ -763,7 +759,6 @@ function cdlod_select(level: int, ix: int, iz: int) -> bool {
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# belongs to the process stays: the patch mesh, the material textures, the programs, the
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# frame-sized targets and the shadow texture, whose size does not depend on the map.
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function terrain_unload() -> void {
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let ids = gl_scratch()
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if ter_height_tex != 0 { gpu_tex_free(ter_height_tex); ter_height_tex = 0 }
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if ter_dem_tex != 0 { gpu_tex_free(ter_dem_tex); ter_dem_tex = 0 }
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if ter_ortho_tex != 0 { gpu_tex_free(ter_ortho_tex); ter_ortho_tex = 0 }
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@ -792,5 +787,5 @@ function terrain_reload(dem: string, emin: int, emax: int, base: int, ox: int, o
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terrain_generate()
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terrain_bake_shadow()
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cdlod_bounds()
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gl_check("terrain reload")
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gpu_check("terrain reload")
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}
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