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WebGPURenderer: WebGLBackend Cleanup RTT buffers when dispose texture #27513

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Jan 6, 2024
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cleanup fbos
  • Loading branch information
RenaudRohlinger committed Jan 6, 2024
commit 33cb1276939f7ff978eaee0500db22a0052d46e1
67 changes: 51 additions & 16 deletions examples/jsm/renderers/webgl/WebGLBackend.js
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@ class WebGLBackend extends Backend {

finishRender( renderContext ) {

const { gl } = this;
const { gl, state } = this;
const renderContextData = this.get( renderContext );
const previousContext = renderContextData.previousContext;

Expand Down Expand Up @@ -144,18 +144,26 @@ class WebGLBackend extends Backend {
const { samples } = renderContext.renderTarget;
const fb = renderTargetContextData.framebuffer;

const mask = gl.COLOR_BUFFER_BIT;

if ( samples > 0 ) {

// TODO For loop support MRT
const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;

gl.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
const textures = renderContext.textures;

state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );

for ( let i = 0; i < textures.length; i ++ ) {

// TODO Add support for MRT

gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );

gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, gl.COLOR_BUFFER_BIT, gl.NEAREST );
gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );

gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
}

}

Expand Down Expand Up @@ -869,7 +877,7 @@ class WebGLBackend extends Backend {

const renderTarget = renderContext.renderTarget;
const renderTargetContextData = this.get( renderTarget );
const { samples, stencilBuffer } = renderTarget;
const { samples, depthBuffer, stencilBuffer } = renderTarget;
const cubeFace = this.renderer._activeCubeFace;
const isCube = renderTarget.isWebGLCubeRenderTarget === true;

Expand All @@ -878,6 +886,16 @@ class WebGLBackend extends Backend {

let fb;

const samplesCached = renderTargetContextData.samplesCached;


if ( samplesCached !== samples ) {

renderTargetContextData.samplesCached = samples;
this.textureUtils.deallocateRenderBuffers( renderTarget );

}

if ( isCube ) {

if ( renderTargetContextData.cubeFramebuffers === undefined ) {
Expand Down Expand Up @@ -950,20 +968,37 @@ class WebGLBackend extends Backend {

state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );

// TODO For loop support MRT
const msaaRenderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffer );
const msaaRenderbuffers = [];

const texture = renderContext.textures[ 0 ];
const textureData = this.get( texture );
const textures = renderContext.textures;

gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderbuffer );
for ( let i = 0; i < textures.length; i ++ ) {


msaaRenderbuffers[ i ] = gl.createRenderbuffer();

gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );

invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );

if ( depthBuffer ) {

const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
invalidationArray.push( depthStyle );

invalidationArray.push( gl.COLOR_ATTACHMENT0 );
}

const texture = renderContext.textures[ i ];
const textureData = this.get( texture );

gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );


}

renderTargetContextData.msaaRenderbuffer = msaaRenderbuffer;
renderTargetContextData.msaaFrameBuffer = msaaFb;
renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;

if ( depthRenderbuffer === undefined ) {

Expand Down
82 changes: 53 additions & 29 deletions examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -408,21 +408,68 @@ class WebGLTextureUtils {

}

destroyTexture( texture ) {
deallocateRenderBuffers( renderTarget ) {


const { gl, backend } = this;
const { textureGPU, renderTarget } = backend.get( texture );

// remove framebuffer reference
if ( renderTarget ) {

const renderContextData = backend.get( renderTarget );
renderContextData.framebuffer = undefined;
renderContextData.msaaFrameBuffer = undefined;
renderContextData.depthRenderbuffer = undefined;

renderContextData.renderBufferStorageSetup = undefined;

if ( renderContextData.framebuffer ) {

gl.deleteFramebuffer( renderContextData.framebuffer );
renderContextData.framebuffer = undefined;

}

if ( renderContextData.depthRenderbuffer ) {

gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
renderContextData.depthRenderbuffer = undefined;

}

if ( renderContextData.stencilRenderbuffer ) {

gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
renderContextData.stencilRenderbuffer = undefined;

}

if ( renderContextData.msaaFrameBuffer ) {

gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
renderContextData.msaaFrameBuffer = undefined;

}

if ( renderContextData.msaaRenderbuffers ) {

for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {

gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );

}

renderContextData.msaaRenderbuffers = undefined;

}

}

}

destroyTexture( texture ) {

const { gl, backend } = this;
const { textureGPU, renderTarget } = backend.get( texture );

this.deallocateRenderBuffers( renderTarget );
gl.deleteTexture( textureGPU );

backend.delete( texture );
Expand Down Expand Up @@ -472,7 +519,7 @@ class WebGLTextureUtils {
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
setupRenderBufferStorage( renderbuffer, renderContext ) {

const { gl } = this;
const { gl, backend } = this;
const renderTarget = renderContext.renderTarget;

const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
Expand Down Expand Up @@ -521,31 +568,8 @@ class WebGLTextureUtils {

gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );

} else {

const textures = renderContext.textures;

for ( let i = 0; i < textures.length; i ++ ) {

const texture = textures[ i ];
const { glInternalFormat } = this.get( texture );

if ( samples > 0 ) {

gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );

} else {

gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );

}

}

}

gl.bindRenderbuffer( gl.RENDERBUFFER, null );

}

async copyTextureToBuffer( texture, x, y, width, height ) {
Expand Down