fix: Fix framebuffer state not being restored properly

This commit is contained in:
Steveplays28
2023-09-28 16:39:56 +02:00
parent a36b231ce8
commit d12d132e4c
8 changed files with 30 additions and 47 deletions
@@ -119,7 +119,7 @@ public class OpenGLConfigScreen extends AbstractScreen
GL32.glDrawArrays(GL32.GL_TRIANGLE_FAN, 0, 4);
GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
state.restore();
//state.restore(MC_RENDER.getTargetFrameBuffer());
}
@Override
@@ -124,28 +124,11 @@ public class GLState
public void restoreFrameBuffer()
{
// explicitly unbinding the frame buffer is necessary to prevent GL_CLEAR calls from hitting the wrong buffer
//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, 0);
// Depth buffer
this.depthBuffer = GL32.glGenRenderbuffers();
GL32.glBindRenderbuffer(GL32.GL_RENDERBUFFER, this.depthBuffer);
GL32.glRenderbufferStorage(GL32.GL_RENDERBUFFER, GL32.GL_DEPTH_COMPONENT, 1920, 1080);
// Framebuffer
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.fbo[0]);
//GL32.glFramebufferTexture(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, this.texture0, 0);
//for (int i = 0; i < FBO_MAX; i++)
//{
// int buffer = this.fbo[i];
// if (i > 0 && buffer == 0) break;
//
// GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, GL32.glIsFramebuffer(buffer) ? buffer : 0);
//}
GL32.glBindTexture(GL32.GL_TEXTURE_2D, 0);
GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, 0);
}
public void restore()
public void restore(int minecraftFramebufferId)
{
this.restoreFrameBuffer();
@@ -158,19 +141,20 @@ public class GLState
GL32.glDisable(GL32.GL_BLEND);
}
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, GL32.glIsTexture(this.texture0) ? this.texture0 : 0);
GL32.glActiveTexture(GL32.GL_TEXTURE1);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, GL32.glIsTexture(this.texture1) ? this.texture1 : 0);
GL32.glActiveTexture(this.activeTextureNumber);
//GL32.glActiveTexture(GL32.GL_TEXTURE0);
//GL32.glBindTexture(GL32.GL_TEXTURE_2D, GL32.glIsTexture(this.texture0) ? this.texture0 : 0);
//
//GL32.glActiveTexture(GL32.GL_TEXTURE1);
//GL32.glBindTexture(GL32.GL_TEXTURE_2D, GL32.glIsTexture(this.texture1) ? this.texture1 : 0);
//GL32.glActiveTexture(this.activeTextureNumber);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, GL32.glIsTexture(this.texture2D) ? this.texture2D : 0);
GL32.glBindVertexArray(GL32.glIsVertexArray(this.vao) ? this.vao : 0);
GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, GL32.glIsBuffer(this.vbo) ? this.vbo : 0);
GL32.glBindBuffer(GL32.GL_ELEMENT_ARRAY_BUFFER, GL32.glIsBuffer(this.ebo) ? this.ebo : 0);
GL32.glUseProgram(GL32.glIsProgram(this.program) ? this.program : 0);
GL32.glBindVertexArray(0);
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, minecraftFramebufferId);
//GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, GL32.glIsBuffer(this.vbo) ? this.vbo : 0);
//GL32.glBindBuffer(GL32.GL_ELEMENT_ARRAY_BUFFER, GL32.glIsBuffer(this.ebo) ? this.ebo : 0);
//GL32.glUseProgram(GL32.glIsProgram(this.program) ? this.program : 0);
//GL32.glDepthMask(this.writeToDepthBuffer);
//GL32.glBlendFunc(this.blendSrcColor, this.blendDstColor);
@@ -228,7 +228,7 @@ public class DebugRenderer
}
glState.restore();
glState.restore(MC_RENDER.getTargetFrameBuffer());
}
public void renderBox(Box box)
@@ -233,12 +233,12 @@ public class LodRenderer
// Get DH's GL state
// Save Minecraft's GL state so it can be restored at the end of LOD rendering
LagSpikeCatcher drawSaveGLState = new LagSpikeCatcher();
//GLState minecraftGlState = new GLState();
GLState minecraftGlState = new GLState();
if (ENABLE_DUMP_GL_STATE)
{
//tickLogger.debug("Saving GL state: " + minecraftGlState);
tickLogger.debug("Saving GL state: " + minecraftGlState);
}
drawSaveGLState.end("drawSaveGLState");
@@ -299,8 +299,6 @@ public class LodRenderer
this.shaderProgram.bind();
}
GL32.glActiveTexture(GL32.GL_TEXTURE0);
/*---------Get required data--------*/
int vanillaBlockRenderedDistance = MC_RENDER.getRenderDistance() * LodUtil.CHUNK_WIDTH;
//Mat4f modelViewProjectionMatrix = RenderUtil.createCombinedModelViewProjectionMatrix(baseProjectionMatrix, baseModelViewMatrix, partialTicks);
@@ -379,9 +377,6 @@ public class LodRenderer
this.quadIBO.unbind();
}
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, 0);
GL32.glViewport(0,0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight());
this.shaderProgram.unbind();
if (Config.Client.Advanced.Debugging.DebugWireframe.enableRendering.get())
@@ -394,7 +389,11 @@ public class LodRenderer
//GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
//minecraftGlState.restore();
//GL32.glBindTexture(GL32.GL_TEXTURE_2D, 0);
//GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, 0);
//GL32.glViewport(0,0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight());
minecraftGlState.restore(MC_RENDER.getTargetFrameBuffer());
drawCleanup.end("LodDrawCleanup");
// end of internal LOD profiling
@@ -114,7 +114,7 @@ public class SSAORenderer
SSAOApplyShader.INSTANCE.BufferTexture = this.ssaoTexture;
SSAOApplyShader.INSTANCE.render(partialTicks);
state.restore();
state.restore(MC_RENDER.getTargetFrameBuffer());
}
public void free()
@@ -136,7 +136,7 @@ public class TestRenderer
GL32.glDrawArrays(GL32.GL_TRIANGLE_FAN, 0, 4);
GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
state.restore();
state.restore(MC_RENDER.getTargetFrameBuffer());
spamLogger.incLogTries();
}
@@ -58,6 +58,6 @@ public class DarkShader extends AbstractShaderRenderer
ScreenQuad.INSTANCE.render();
state.restore();
state.restore(MC_RENDER.getTargetFrameBuffer());
}
}
@@ -158,6 +158,6 @@ public class FogShader extends AbstractShaderRenderer
ScreenQuad.INSTANCE.render();
state.restore();
state.restore(MC_RENDER.getTargetFrameBuffer());
}
}