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WebGLRenderer: Add support for changing the assigned render target depth texture #28584
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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This needs more love. |
src/renderers/WebGLRenderer.js
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@@ -2268,6 +2268,22 @@ class WebGLRenderer { | |||
// Color and depth texture must be rebound in order for the swapchain to update. | |||
textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); | |||
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} else if ( renderTarget.depthBuffer || renderTarget.depthTexture ) { |
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I've tested the PR with webgl_rtt and it does not look right (or at least optimal) to me that this code path is taken in normal setRenderTarget()
calls. The additional bindings executed in setupDepthRenderbuffer()
are a waste for all scenarios with a static depth buffer.
Isn't it possible to make the depth texture exchange more explicit? E.g. use a flag that is set to true when depth texture reference is changed?
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Good call - I just added a check in setupDepthRenderbuffer
to avoid rebinding the depth buffer if it has already been bound. Let me know what you think.
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cc @Mugen87 - just wanted to check on this again. The PR has now been changed so that the depth buffer is only updated and rebound if it has changed.
src/renderers/webgl/WebGLTextures.js
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@@ -1763,7 +1798,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, | |||
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_gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); | |||
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if ( renderTarget.depthBuffer ) { | |||
if ( renderTarget.depthBuffer && renderTargetProperties.__webglDepthRenderbuffer === undefined ) { |
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I don't understand this bit.
setupRenderTarget()
is only called when __webglFramebuffer
is undefined
(so no framebuffer creation happened so far). When is __webglFramebuffer
, undefined
but not __webglDepthRenderbuffer
?
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Just removed this. I added it when checking whether the depth buffer needed to be initialized in other functions but you're right it's not needed here.
src/renderers/webgl/WebGLTextures.js
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@@ -1594,6 +1594,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, | |||
const renderTargetProperties = properties.get( renderTarget ); | |||
const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); | |||
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// check if the depth texture is already bound to the frame buffer and that it's been initialized | |||
if ( renderTargetProperties.__boundDepthTexture === renderTarget.depthTexture && properties.has( renderTarget.depthTexture ) ) { |
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Can we move this check in setRenderTarget()
and do it before checking the dimensions of the depth texture? The dimensions check should be only relevant when exchanging depth textures and not in the default case.
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I realized this is a bit more complicated when I was thinking through it again. Hopefully the current change makes sense. We need account for the case the where a depth texture is used and already bound on a render target, then disposed - meaning the depth texture is implicitly unbound so we need to make sure the three.js state reflects this. I tested and pushed the current change to the depth peeling demo page.
I guess you are planning to implement a depth peeling demo with a different PR, right? (that would be awesome, btw^^) We should have at least one example that uses this new code path. |
I can do this when I have a chance - I'll base it on the demo above. I'll have to leave it to someone else to make a nicer, reusable component, though. |
@Mugen87 is this okay to merge? |
Hi, I’m on a phone atm so can’t look at the code, but since is mentioned, is there any chance to inquire what was the issue with that one? For what it’s worth a depth peel example was proposed as well: it was never rejected, but after a few years with no feedback I closed it. Does this solve the stencil sharing as well? |
For all intents and purposes this (DepthTexture) works exactly the same as the render buffer, before, it needed an extension, now it doesn’t? #15490 is basically solved now? |
I think I'd given quite a bit of feedback on that PR 😅 The solution in this PR is the one I had advocated for in #15490 since it aligns with three.js' existing API designs - though without an additional
Yes. Stencils use the same depth buffer attachment.
It should be, yes. The demo in the depth peeling test example I made used a three.js build from this PR to ensure everything wsa working. |
Related issue: #19447, #15490, other depth peeling discussions
Description
This PR adjusts the
setRenderTarget
function to rebind the depth attachment so that it can be re assigned, unbound, and shared between multiple different render targets. If you set the render target and then set.depthTexture
, though, it will not take effect untilsetRenderTarget
is called again.This allows a lot more flexibility in the reuse of render targets and depth textures while avoiding texture read / write feedback loops. For example it allows for implementing depth peeling without having to manually copy data between textures to avoid this kind of feedback.
There's a demo here and here demonstrating this PRs use for depth peeling:
cc @donmccurdy I know you've expressed interest in this kind of OIT previously.