diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-05-24 23:33:25 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-24 23:33:25 +0200 |
commit | a19e02e8d8a44eca900783921f5f859b2c071772 (patch) | |
tree | 0946a15be97aeb90e78da2b1adf5d4b0911e406e /drivers/gles3 | |
parent | 7da1c1b9fafee230f6566effd12a86b8a2d89b94 (diff) | |
parent | 3e20c1347db323438a76693bb9f7eea87f3a305d (diff) |
Merge pull request #61164 from clayjohn/GLES3-2D
Diffstat (limited to 'drivers/gles3')
22 files changed, 708 insertions, 1144 deletions
diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub index fcb05a988d..5760fd714e 100644 --- a/drivers/gles3/SCsub +++ b/drivers/gles3/SCsub @@ -6,3 +6,4 @@ env.add_source_files(env.drivers_sources, "*.cpp") SConscript("shaders/SCsub") SConscript("storage/SCsub") +SConscript("effects/SCsub") diff --git a/drivers/gles3/effects/SCsub b/drivers/gles3/effects/SCsub new file mode 100644 index 0000000000..91e1140b75 --- /dev/null +++ b/drivers/gles3/effects/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.drivers_sources, "*.cpp") diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp new file mode 100644 index 0000000000..c8e6c2b476 --- /dev/null +++ b/drivers/gles3/effects/copy_effects.cpp @@ -0,0 +1,164 @@ +/*************************************************************************/ +/* copy_effects.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifdef GLES3_ENABLED + +#include "copy_effects.h" + +using namespace GLES3; + +CopyEffects *CopyEffects::singleton = nullptr; + +CopyEffects *CopyEffects::get_singleton() { + return singleton; +} + +CopyEffects::CopyEffects() { + singleton = this; + + copy.shader.initialize(); + copy.shader_version = copy.shader.version_create(); + copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT); + + { // Screen Triangle. + glGenBuffers(1, &screen_triangle); + glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); + + const float qv[6] = { + -1.0f, + -1.0f, + 3.0f, + -1.0f, + -1.0f, + 3.0f, + }; + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + + glGenVertexArrays(1, &screen_triangle_array); + glBindVertexArray(screen_triangle_array); + glBindBuffer(GL_ARRAY_BUFFER, screen_triangle); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + } + + { // Screen Quad + + glGenBuffers(1, &quad); + glBindBuffer(GL_ARRAY_BUFFER, quad); + + const float qv[12] = { + -1.0f, + -1.0f, + 1.0f, + -1.0f, + 1.0f, + 1.0f, + -1.0f, + -1.0f, + 1.0f, + 1.0f, + -1.0f, + 1.0f, + }; + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, qv, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + + glGenVertexArrays(1, &quad_array); + glBindVertexArray(quad_array); + glBindBuffer(GL_ARRAY_BUFFER, quad); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + } +} + +CopyEffects::~CopyEffects() { + singleton = nullptr; + glDeleteBuffers(1, &screen_triangle); + glDeleteVertexArrays(1, &screen_triangle_array); + glDeleteBuffers(1, &quad); + glDeleteVertexArrays(1, &quad_array); +} + +void CopyEffects::copy_to_rect(const Rect2i &p_rect) { + copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION); + copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION); + glBindVertexArray(quad_array); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); +} + +void CopyEffects::copy_screen() { + copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT); + glBindVertexArray(screen_triangle_array); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindVertexArray(0); +} + +void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) { + GLuint framebuffers[2]; + glGenFramebuffers(2, framebuffers); + glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, 0); + + Rect2i source_region = p_region; + Rect2i dest_region = p_region; + for (int i = 1; i < p_mipmap_count; i++) { + dest_region.position.x >>= 1; + dest_region.position.y >>= 1; + dest_region.size.x = MAX(1, dest_region.size.x >> 1); + dest_region.size.y = MAX(1, dest_region.size.y >> 1); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[i % 2]); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i); + glBlitFramebuffer(source_region.position.x, source_region.position.y, source_region.size.x, source_region.size.y, + dest_region.position.x, dest_region.position.y, dest_region.size.x, dest_region.size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[i % 2]); + source_region = dest_region; + } + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glDeleteFramebuffers(2, framebuffers); +} + +void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) { + copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); + copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); + copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); + glBindVertexArray(quad_array); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); +} +#endif // GLES3_ENABLED diff --git a/drivers/gles3/texture_loader_gles3.h b/drivers/gles3/effects/copy_effects.h index 6873858b89..1cf1ac9404 100644 --- a/drivers/gles3/texture_loader_gles3.h +++ b/drivers/gles3/effects/copy_effects.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* texture_loader_gles3.h */ +/* copy_effects.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,24 +28,46 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef TEXTURE_LOADER_OPENGL_H -#define TEXTURE_LOADER_OPENGL_H +#ifndef COPY_GL_H +#define COPY_GL_H #ifdef GLES3_ENABLED -#include "core/io/resource_loader.h" -#include "scene/resources/texture.h" +#include "../shaders/copy.glsl.gen.h" + +namespace GLES3 { + +class CopyEffects { +private: + struct Copy { + CopyShaderGLES3 shader; + RID shader_version; + } copy; + + static CopyEffects *singleton; + + // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal. + GLuint screen_triangle = 0; + GLuint screen_triangle_array = 0; + + // Use for rect-based effects. + GLuint quad = 0; + GLuint quad_array = 0; -class ResourceFormatGLES2Texture : public ResourceFormatLoader { public: - virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE); - virtual void get_recognized_extensions(List<String> *p_extensions) const; - virtual bool handles_type(const String &p_type) const; - virtual String get_resource_type(const String &p_path) const; + static CopyEffects *get_singleton(); + + CopyEffects(); + ~CopyEffects(); - virtual ~ResourceFormatGLES2Texture() {} + // These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array. + void copy_to_rect(const Rect2i &p_rect); + void copy_screen(); + void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region); + void set_color(const Color &p_color, const Rect2i &p_region); }; -#endif // GLES3_ENABLED +} //namespace GLES3 -#endif // TEXTURE_LOADER_OPENGL_H +#endif // GLES3_ENABLED +#endif // !COPY_GL_H diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index df54686574..5d06224bfd 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -119,12 +119,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); - texture_storage->frame.current_rt = nullptr; - - texture_storage->_set_current_render_target(p_to_render_target); - Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse(); + // Clear out any state that may have been left from the 3D pass. + reset_canvas(); + // TODO: Setup Directional Lights // TODO: Setup lights @@ -156,6 +155,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; + // TODO: temporary, this should be set at the top of this function + glViewport(0, 0, render_target_size.x, render_target_size.y); + state_buffer.time = state.time; state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel; @@ -177,7 +179,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width; state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height; - //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale)); state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); @@ -193,17 +194,100 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.default_repeat = p_default_repeat; } - state.current_tex = RID(); - state.current_tex_ptr = nullptr; - state.current_normal = RID(); - state.current_specular = RID(); - state.canvas_texscreen_used = false; - r_sdf_used = false; int item_count = 0; + bool backbuffer_cleared = false; + bool time_used = false; + bool material_screen_texture_found = false; + Rect2 back_buffer_rect; + bool backbuffer_copy = false; Item *ci = p_item_list; + Item *canvas_group_owner = nullptr; + while (ci) { + if (ci->copy_back_buffer && canvas_group_owner == nullptr) { + backbuffer_copy = true; + + if (ci->copy_back_buffer->full) { + back_buffer_rect = Rect2(); + } else { + back_buffer_rect = ci->copy_back_buffer->rect; + } + } + + // Check material for something that may change flow of rendering, but do not bind for now. + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; + if (material.is_valid()) { + GLES3::CanvasMaterialData *md = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM)); + if (md && md->shader_data->valid) { + if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { + if (!material_screen_texture_found) { + backbuffer_copy = true; + back_buffer_rect = Rect2(); + } + } + + if (md->shader_data->uses_sdf) { + r_sdf_used = true; + } + if (md->shader_data->uses_time) { + time_used = true; + } + } + } + + if (ci->canvas_group_owner != nullptr) { + if (canvas_group_owner == nullptr) { + // Canvas group begins here, render until before this item + + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); + item_count = 0; + + Rect2i group_rect = ci->canvas_group_owner->global_rect_cache; + + if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) { + texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false); + } else if (!backbuffer_cleared) { + texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0)); + backbuffer_cleared = true; + } + + backbuffer_copy = false; + canvas_group_owner = ci->canvas_group_owner; //continue until owner found + } + + ci->canvas_group_owner = nullptr; //must be cleared + } + + if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) { + texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0)); + backbuffer_cleared = true; + } + + if (ci == canvas_group_owner) { + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true); + item_count = 0; + + if (ci->canvas_group->blur_mipmaps) { + texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache); + } + + canvas_group_owner = nullptr; + } + + if (backbuffer_copy) { + //render anything pending, including clearing if no items + + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); + item_count = 0; + + texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true); + + backbuffer_copy = false; + material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies + } + // just add all items for now items[item_count++] = ci; @@ -215,27 +299,52 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ ci = ci->next; } + + if (time_used) { + RenderingServerDefault::redraw_request(); + } + + // Clear out state used in 2D pass + reset_canvas(); } void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) { + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); Item *current_clip = nullptr; Transform2D canvas_transform_inverse = p_canvas_transform_inverse; - RID framebuffer; - Vector<Color> clear_colors; - - canvas_begin(); + canvas_begin(p_to_render_target, p_to_backbuffer); RID prev_material; uint32_t index = 0; + GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX; + GLES3::CanvasShaderData *shader_data_cache = nullptr; + state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE); + state.current_tex_ptr = nullptr; + state.current_normal = RID(); + state.current_specular = RID(); + state.canvas_texscreen_used = false; state.current_shader_version = state.canvas_shader_default_version; for (int i = 0; i < p_item_count; i++) { Item *ci = items[i]; + if (current_clip != ci->final_clip_owner) { + _render_batch(index); + + current_clip = ci->final_clip_owner; + //setup clip + if (current_clip) { + glEnable(GL_SCISSOR_TEST); + glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y); + } else { + glDisable(GL_SCISSOR_TEST); + } + } + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; if (material.is_null() && ci->canvas_group != nullptr) { @@ -243,6 +352,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou } if (material != prev_material) { + _render_batch(index); GLES3::CanvasMaterialData *material_data = nullptr; if (material.is_valid()) { material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM)); @@ -252,22 +362,86 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou // Bind uniform buffer and textures material_data->bind_uniforms(); state.current_shader_version = material_data->shader_data->version; + shader_data_cache = material_data->shader_data; } else { state.current_shader_version = state.canvas_shader_default_version; + shader_data_cache = nullptr; } } else { state.current_shader_version = state.canvas_shader_default_version; + shader_data_cache = nullptr; } prev_material = material; } + GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX; + + if (last_blend_mode != blend_mode) { + if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) { + // re-enable it + glEnable(GL_BLEND); + } else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) { + // disable it + glDisable(GL_BLEND); + } + + switch (blend_mode) { + case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: { + // Nothing to do here. + + } break; + case GLES3::CanvasShaderData::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (state.transparent_render_target) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + } + + } break; + case GLES3::CanvasShaderData::BLEND_MODE_ADD: { + glBlendEquation(GL_FUNC_ADD); + if (state.transparent_render_target) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE); + } else { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); + } + + } break; + case GLES3::CanvasShaderData::BLEND_MODE_SUB: { + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + if (state.transparent_render_target) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE); + } else { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); + } + } break; + case GLES3::CanvasShaderData::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + if (state.transparent_render_target) { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); + } else { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); + } + + } break; + case GLES3::CanvasShaderData::BLEND_MODE_PMALPHA: { + glBlendEquation(GL_FUNC_ADD); + if (state.transparent_render_target) { + glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + } + + } break; + } + last_blend_mode = blend_mode; + } + _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index); } // Render last command - state.end_batch = true; _render_batch(index); - - canvas_end(); } void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index) { @@ -289,8 +463,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item uint32_t base_flags = 0; - RID last_texture; - Size2 texpixel_size; + bool reclip = false; bool skipping = false; @@ -326,21 +499,20 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED; } - if (rect->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) { - state.end_batch = true; + if (rect->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) { _render_batch(r_index); state.current_primitive_points = 0; state.current_command = Item::Command::TYPE_RECT; } - _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size); + _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD); Rect2 src_rect; Rect2 dst_rect; if (rect->texture != RID()) { - src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * state.current_pixel_size, rect->source.size * state.current_pixel_size) : Rect2(0, 0, 1, 1); dst_rect = Rect2(rect->rect.position, rect->rect.size); if (dst_rect.size.width < 0) { @@ -408,8 +580,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item //_render_batch(r_index); r_index++; if (r_index >= state.max_instances_per_batch - 1) { - //r_index--; - state.end_batch = true; _render_batch(r_index); } } break; @@ -426,18 +596,18 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item //bind textures - _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, index, last_texture, texpixel_size); + _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, index); Rect2 src_rect; Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); if (np->texture == RID()) { - texpixel_size = Size2(1, 1); + state.current_pixel_size = Size2(1, 1); src_rect = Rect2(0, 0, 1, 1); } else { if (np->source != Rect2()) { - src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height); + src_rect = Rect2(np->source.position.x * state.current_pixel_size.width, np->source.position.y * state.current_pixel_size.height, np->source.size.x * state.current_pixel_size.width, np->source.size.y * state.current_pixel_size.height); state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width; state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height; @@ -478,8 +648,8 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item RD::get_singleton()->draw_list_draw(p_draw_list, true); // Restore if overridden. - state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x; - state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y; + state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x; + state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y; */ } break; @@ -489,14 +659,13 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id); ERR_CONTINUE(!pb); - if (polygon->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) { - state.end_batch = true; + if (polygon->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) { _render_batch(r_index); state.current_primitive_points = 0; state.current_command = Item::Command::TYPE_POLYGON; } - _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size); + _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES); state.current_primitive = polygon->primitive; @@ -549,13 +718,12 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); - if (last_texture != default_canvas_texture || state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) { - state.end_batch = true; + if (state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) { _render_batch(r_index); state.current_primitive_points = primitive->point_count; state.current_command = Item::Command::TYPE_PRIMITIVE; } - _bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size); + _bind_canvas_texture(RID(), current_filter, current_repeat, r_index); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE); for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) { @@ -589,8 +757,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item r_index++; } if (r_index >= state.max_instances_per_batch - 1) { - //r_index--; - state.end_batch = true; _render_batch(r_index); } } break; @@ -643,14 +809,13 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item break; } - if (texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) { - state.end_batch = true; + if (texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) { _render_batch(r_index); state.current_primitive_points = 0; state.current_command = c->type; } - _bind_canvas_texture(texture, current_filter, current_repeat, r_index, last_texture, texpixel_size); + _bind_canvas_texture(texture, current_filter, current_repeat, r_index); uint32_t surf_count = storage->mesh_get_surface_count(mesh); @@ -684,20 +849,19 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item } break; case Item::Command::TYPE_CLIP_IGNORE: { - /* const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c); if (current_clip) { if (ci->ignore != reclip) { if (ci->ignore) { - RD::get_singleton()->draw_list_disable_scissor(p_draw_list); + glDisable(GL_SCISSOR_TEST); reclip = true; } else { - RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect); + // Scissor area is already set + glEnable(GL_SCISSOR_TEST); reclip = false; } } } - */ } break; case Item::Command::TYPE_ANIMATION_SLICE: { /* @@ -713,10 +877,15 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item c = c->next; } + + if (current_clip && reclip) { + //will make it re-enable clipping if needed afterwards + current_clip = nullptr; + } } void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { - if (state.end_batch && r_index > 0) { + if (r_index > 0) { // If the previous operation is not done yet, allocate a new buffer if (state.fences[state.current_buffer] != GLsync()) { GLint syncStatus; @@ -748,7 +917,6 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size(); - state.end_batch = false; //copy the new data into the base of the batch for (int i = 0; i < 4; i++) { state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i]; @@ -771,27 +939,6 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { } } -// TODO maybe dont use -void RasterizerCanvasGLES3::_end_batch(const uint32_t p_index) { - for (int i = 0; i < 4; i++) { - state.instance_data_array[p_index].modulation[i] = 0.0; - state.instance_data_array[p_index].ninepatch_margins[i] = 0.0; - state.instance_data_array[p_index].src_rect[i] = 0.0; - state.instance_data_array[p_index].dst_rect[i] = 0.0; - } - state.instance_data_array[p_index].flags = uint32_t(0); - state.instance_data_array[p_index].color_texture_pixel_size[0] = 0.0; - state.instance_data_array[p_index].color_texture_pixel_size[1] = 0.0; - - state.instance_data_array[p_index].pad[0] = 0.0; - state.instance_data_array[p_index].pad[1] = 0.0; - - state.instance_data_array[p_index].lights[0] = uint32_t(0); - state.instance_data_array[p_index].lights[1] = uint32_t(0); - state.instance_data_array[p_index].lights[2] = uint32_t(0); - state.instance_data_array[p_index].lights[3] = uint32_t(0); -} - RID RasterizerCanvasGLES3::light_create() { return RID(); } @@ -831,49 +978,56 @@ bool RasterizerCanvasGLES3::free(RID p_rid) { void RasterizerCanvasGLES3::update() { } -void RasterizerCanvasGLES3::canvas_begin() { +void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); - state.using_transparent_rt = false; + GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target); - if (texture_storage->frame.current_rt) { - glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->frame.current_rt->fbo); - state.using_transparent_rt = texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]; + if (p_to_backbuffer) { + glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4); + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); + glBindTexture(GL_TEXTURE_2D, tex->tex_id); + } else { + glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, render_target->backbuffer); + } + + if (render_target->is_transparent) { + state.transparent_render_target = true; + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + state.transparent_render_target = false; + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->clear_requested) { - const Color &col = texture_storage->frame.current_rt->clear_color; + if (render_target && render_target->clear_requested) { + const Color &col = render_target->clear_color; glClearColor(col.r, col.g, col.b, col.a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - texture_storage->frame.current_rt->clear_requested = false; + render_target->clear_requested = false; } - reset_canvas(); - glActiveTexture(GL_TEXTURE0); GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); glBindTexture(GL_TEXTURE_2D, tex->tex_id); } -void RasterizerCanvasGLES3::canvas_end() { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_UNIFORM_BUFFER, 0); -} - -void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) { +void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); if (p_texture == RID()) { - p_texture = default_canvas_texture; + p_texture = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE); } - if (r_last_texture == p_texture) { + if (state.current_tex == p_texture) { return; //nothing to do, its the same } - - state.end_batch = true; - _render_batch(r_index); + state.current_tex = p_texture; GLES3::CanvasTexture *ct = nullptr; @@ -888,12 +1042,12 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe ct = t->canvas_texture; } else { - ct = GLES3::TextureStorage::get_singleton()->get_canvas_texture(p_texture); + ct = texture_storage->get_canvas_texture(p_texture); } if (!ct) { // Invalid Texture RID. - _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_last_texture, r_texpixel_size); + _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index); return; } @@ -906,18 +1060,17 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse); if (!texture) { - state.current_tex = RID(); - state.current_tex_ptr = nullptr; - ct->size_cache = Size2i(1, 1); - + state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE); + GLES3::Texture *tex = texture_storage->get_texture(state.current_tex); + state.current_tex_ptr = tex; + ct->size_cache = Size2i(tex->width, tex->height); glActiveTexture(GL_TEXTURE0); - GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture->tex_id); - state.current_tex = ct->diffuse; + state.current_tex = p_texture; state.current_tex_ptr = texture; ct->size_cache = Size2i(texture->width, texture->height); @@ -935,7 +1088,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { - glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); state.current_normal = ct->normal_map; ct->use_normal_cache = true; @@ -948,11 +1101,11 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe if (!specular_map) { state.current_specular = RID(); ct->use_specular_cache = false; - glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7); GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { - glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7); glBindTexture(GL_TEXTURE_2D, specular_map->tex_id); state.current_specular = ct->specular; ct->use_specular_cache = true; @@ -977,34 +1130,19 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8; state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255)); - r_texpixel_size.x = 1.0 / float(ct->size_cache.x); - r_texpixel_size.y = 1.0 / float(ct->size_cache.y); - - state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x; - state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y; + state.current_pixel_size.x = 1.0 / float(ct->size_cache.x); + state.current_pixel_size.y = 1.0 / float(ct->size_cache.y); - r_last_texture = p_texture; -} - -void RasterizerCanvasGLES3::_set_uniforms() { + state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x; + state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y; } void RasterizerCanvasGLES3::reset_canvas() { - GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); - glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glDisable(GL_DITHER); glEnable(GL_BLEND); - - // Default to Mix. - glBlendEquation(GL_FUNC_ADD); - if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); - } + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); @@ -1218,8 +1356,8 @@ RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() { RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) { singleton = this; storage = p_storage; - GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); // quad buffer { @@ -1342,8 +1480,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } - //state.canvas_shadow_shader.init(); - int uniform_max_size = storage->config->max_uniform_buffer_size; + int uniform_max_size = config->max_uniform_buffer_size; if (uniform_max_size < 65536) { state.max_lights_per_render = 64; state.max_instances_per_batch = 128; @@ -1379,14 +1516,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD); - //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows); - - //state.canvas_shader.bind(); - - //state.lens_shader.init(); - - //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); - { default_canvas_group_shader = material_storage->shader_allocate(); material_storage->shader_initialize(default_canvas_group_shader); @@ -1412,24 +1541,16 @@ void fragment() { material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); } - default_canvas_texture = texture_storage->canvas_texture_allocate(); - texture_storage->canvas_texture_initialize(default_canvas_texture); - - state.using_light = nullptr; - state.using_transparent_rt = false; - state.using_skeleton = false; state.current_shader_version = state.canvas_shader_default_version; state.time = 0.0; } RasterizerCanvasGLES3::~RasterizerCanvasGLES3() { - GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version); material_storage->material_free(default_canvas_group_material); material_storage->shader_free(default_canvas_group_shader); - texture_storage->canvas_texture_free(default_canvas_texture); singleton = nullptr; glDeleteBuffers(1, &data.canvas_quad_vertices); diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index aedde7c265..7fb77f432c 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -171,22 +171,11 @@ public: InstanceData *instance_data_array = nullptr; bool canvas_texscreen_used; - //CanvasShaderGLES3 canvas_shader; RID canvas_shader_current_version; RID canvas_shader_default_version; - //CanvasShadowShaderGLES3 canvas_shadow_shader; - //LensDistortedShaderGLES3 lens_shader; - - bool using_texture_rect; - - bool using_ninepatch; - bool using_skeleton; - - Transform2D skeleton_transform; - Transform2D skeleton_transform_inverse; - Size2i skeleton_texture_size; RID current_tex = RID(); + Size2 current_pixel_size = Size2(); RID current_normal = RID(); RID current_specular = RID(); GLES3::Texture *current_tex_ptr; @@ -195,14 +184,7 @@ public: uint32_t current_primitive_points = 0; Item::Command::Type current_command = Item::Command::TYPE_RECT; - bool end_batch = false; - - Transform3D vp; - Light *using_light = nullptr; - bool using_shadow; - bool using_transparent_rt; - - // FROM RD Renderer + bool transparent_render_target = false; double time = 0.0; @@ -224,16 +206,13 @@ public: RasterizerStorageGLES3 *storage = nullptr; - void _set_uniforms(); - - void canvas_begin(); - void canvas_end(); + void canvas_begin(RID p_to_render_target, bool p_to_backbuffer); //virtual void draw_window_margins(int *black_margin, RID *black_image) override; void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample); - virtual void reset_canvas(); - virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); + void reset_canvas(); + void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override; @@ -252,7 +231,7 @@ public: bool free(RID p_rid) override; void update() override; - void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size); + void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index); struct PolygonBuffers { GLuint vertex_buffer; @@ -273,7 +252,6 @@ public: void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false); void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index); void _render_batch(uint32_t &p_max_index); - void _end_batch(const uint32_t p_index); void _allocate_instance_data_buffer(); void set_time(double p_time); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 69f69099c7..c8705dc8c8 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -268,6 +268,7 @@ RasterizerGLES3::RasterizerGLES3() { mesh_storage = memnew(GLES3::MeshStorage); particles_storage = memnew(GLES3::ParticlesStorage); light_storage = memnew(GLES3::LightStorage); + copy_effects = memnew(GLES3::CopyEffects); storage = memnew(RasterizerStorageGLES3); canvas = memnew(RasterizerCanvasGLES3(storage)); scene = memnew(RasterizerSceneGLES3(storage)); @@ -281,7 +282,6 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() { void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); - ERR_FAIL_COND(texture_storage->frame.current_rt); GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); ERR_FAIL_COND(!rt); @@ -304,12 +304,9 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display // is this p_screen useless in a multi window environment? void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { - // do this once off for all blits - GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + // All blits are going to the system framebuffer, so just bind once. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); - texture_storage->frame.current_rt = nullptr; - for (int i = 0; i < p_amount; i++) { const BlitToScreen &blit = p_render_targets[i]; @@ -339,8 +336,6 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c } glClear(GL_COLOR_BUFFER_BIT); - canvas->canvas_begin(); - RID texture = texture_storage->texture_allocate(); texture_storage->texture_2d_initialize(texture, p_image); @@ -368,7 +363,6 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, t->tex_id); glBindTexture(GL_TEXTURE_2D, 0); - canvas->canvas_end(); texture_storage->texture_free(texture); diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h index ad3d3d7325..5f1cbab849 100644 --- a/drivers/gles3/rasterizer_gles3.h +++ b/drivers/gles3/rasterizer_gles3.h @@ -33,6 +33,7 @@ #ifdef GLES3_ENABLED +#include "effects/copy_effects.h" #include "rasterizer_canvas_gles3.h" #include "rasterizer_scene_gles3.h" #include "rasterizer_storage_gles3.h" @@ -58,6 +59,7 @@ protected: GLES3::MeshStorage *mesh_storage = nullptr; GLES3::ParticlesStorage *particles_storage = nullptr; GLES3::LightStorage *light_storage = nullptr; + GLES3::CopyEffects *copy_effects = nullptr; RasterizerStorageGLES3 *storage = nullptr; RasterizerCanvasGLES3 *canvas = nullptr; RasterizerSceneGLES3 *scene = nullptr; diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index c3af232046..7ce1300d07 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -36,20 +36,6 @@ #ifdef GLES3_ENABLED -void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) { -#ifdef GLES_OVER_GL - - for (int i = 0; i < levels; i++) { - glTexImage2D(target, i, internalformat, width, height, 0, format, type, nullptr); - width = MAX(1, (width / 2)); - height = MAX(1, (height / 2)); - } - -#else - glTexStorage2D(target, levels, internalformat, width, height); -#endif -} - uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2; RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr; @@ -2480,100 +2466,6 @@ RID RasterizerSceneGLES3::render_buffers_create() { return render_buffers_owner.make_rid(rb); } -/* BACK FBO */ -/* For MSAA */ -/* -#ifndef JAVASCRIPT_ENABLED - if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) { - rt->multisample_active = true; - - static const int msaa_value[] = { 0, 2, 4, 8, 16 }; - int msaa = msaa_value[rt->msaa]; - - int max_samples = 0; - glGetIntegerv(GL_MAX_SAMPLES, &max_samples); - if (msaa > max_samples) { - WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); - msaa = max_samples; - } - - //regular fbo - glGenFramebuffers(1, &rt->multisample_fbo); - bind_framebuffer(rt->multisample_fbo); - - glGenRenderbuffers(1, &rt->multisample_depth); - glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y); - - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); - - glGenRenderbuffers(1, &rt->multisample_color); - glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y); - - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) { - // Delete allocated resources and default to no MSAA - WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA"); - printf("err status: %x\n", status); - rt->multisample_active = false; - - glDeleteFramebuffers(1, &rt->multisample_fbo); - rt->multisample_fbo = 0; - - glDeleteRenderbuffers(1, &rt->multisample_depth); - rt->multisample_depth = 0; - - glDeleteRenderbuffers(1, &rt->multisample_color); - rt->multisample_color = 0; - } - - glBindRenderbuffer(GL_RENDERBUFFER, 0); - bind_framebuffer(0); - - } else -#endif // JAVASCRIPT_ENABLED - { - rt->multisample_active = false; - } - */ - -// copy texscreen buffers -// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) { -/* -if (false) { -glGenTextures(1, &rt->copy_screen_effect.color); -glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); - -if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); -} else { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); -} - -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - -glGenFramebuffers(1, &rt->copy_screen_effect.fbo); -bind_framebuffer(rt->copy_screen_effect.fbo); -glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0); - -glClearColor(0, 0, 0, 0); -glClear(GL_COLOR_BUFFER_BIT); - -GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); -if (status != GL_FRAMEBUFFER_COMPLETE) { - _clear_render_target(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); -} -} -*/ - void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); @@ -2595,7 +2487,7 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); - rb->is_transparent = rt->flags[RendererTextureStorage::RENDER_TARGET_TRANSPARENT]; + rb->is_transparent = rt->is_transparent; // framebuffer glGenFramebuffers(1, &rb->framebuffer); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index d9a848c0f6..ea6145d2a8 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -553,49 +553,6 @@ protected: }; Blur blur[2]; //the second one starts from the first mipmap - - /* - GLuint fbo = 0; - GLuint color = 0; - GLuint depth = 0; - - GLuint multisample_fbo = 0; - GLuint multisample_color = 0; - GLuint multisample_depth = 0; - bool multisample_active = false; - - struct Effect { - GLuint fbo = 0; - int width = 0; - int height = 0; - - GLuint color = 0; - - Effect() { - } - }; - - Effect copy_screen_effect; - - struct MipMaps { - struct Size { - GLuint fbo; - GLuint color; - int width; - int height; - }; - - Vector<Size> sizes; - GLuint color = 0; - int levels = 0; - - MipMaps() { - } - }; - - MipMaps mip_maps[2]; - - */ }; bool screen_space_roughness_limiter = false; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8046a18f05..49c5045453 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -225,7 +225,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, cls->size, cls->height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glGenTextures(1, &cls->distance); @@ -453,11 +453,8 @@ bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const { if (p_feature == "bptc") { return config->bptc_supported; } - if (p_feature == "etc") { - return config->etc_supported; - } - if (p_feature == "etc2") { + if (p_feature == "etc" || p_feature == "etc2") { return config->etc2_supported; } @@ -619,9 +616,6 @@ void RasterizerStorageGLES3::initialize() { void RasterizerStorageGLES3::finalize() { } -void RasterizerStorageGLES3::_copy_screen() { - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); -} void RasterizerStorageGLES3::update_memory_info() { } diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index fa74fbd5f6..7ac3db4537 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -258,8 +258,6 @@ public: void initialize(); void finalize(); - void _copy_screen(); - void update_memory_info() override; uint64_t get_rendering_info(RS::RenderingInfo p_info) override; @@ -297,9 +295,6 @@ public: return String(); } - void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const; - bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const; - //bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state String get_framebuffer_error(GLenum p_status); @@ -307,43 +302,6 @@ public: ~RasterizerStorageGLES3(); }; -inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const { - r_offset_after = p_offset + p_data_size; -#ifdef DEBUG_ENABLED - // we are trying to write across the edge of the buffer - if (r_offset_after > p_total_buffer_size) { - return false; - } -#endif - glBufferSubData(p_target, p_offset, p_data_size, p_data); - return true; -} - -// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future -// bugs causing pipeline stalls -inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const { - // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData - // Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other) - if (!p_optional_orphan || (config->should_orphan)) { - glBufferData(p_target, p_buffer_size, nullptr, p_usage); -#ifdef RASTERIZER_EXTRA_CHECKS - // fill with garbage off the end of the array - if (p_buffer_size) { - unsigned int start = p_offset + p_data_size; - unsigned int end = start + 1024; - if (end < p_buffer_size) { - uint8_t *garbage = (uint8_t *)alloca(1024); - for (int n = 0; n < 1024; n++) { - garbage[n] = Math::random(0, 255); - } - glBufferSubData(p_target, start, 1024, garbage); - } - } -#endif - } - glBufferSubData(p_target, p_offset, p_data_size, p_data); -} - inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) { #if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL) if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) { diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 33d5494837..21ccef3518 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -673,7 +673,7 @@ void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture print_verbose("Shader '" + name + "' SHA256: " + base_sha256); } - glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES3::set_shader_cache_dir(const String &p_dir) { diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 228bed6f9b..e1385669cd 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -31,6 +31,7 @@ #ifndef SHADER_OPENGL_H #define SHADER_OPENGL_H +#include "core/math/camera_matrix.h" #include "core/os/mutex.h" #include "core/string/string_builder.h" #include "core/templates/hash_map.h" diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 62332a15a7..ca2fc7e36d 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -1,204 +1,59 @@ /* clang-format off */ #[modes] -mode_default = -mode_cubemap = #define USE_CUBEMAP -mode_panorama = #define USE_PANORAMA +mode_default = #define MODE_SIMPLE_COPY mode_copy_section = #define USE_COPY_SECTION -mode_asym_pano = #define USE_ASYM_PANO -mode_no_alpha = #define USE_NO_ALPHA -mode_custom_alpha = #define USE_CUSTOM_ALPHA -mode_multiplier = #define USE_MULTIPLIER -mode_sep_cbcr_texture = #define USE_SEP_CBCR_TEXTURE -mode_ycbcr_to_rgb = #define USE_YCBCR_TO_RGB +mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR +mode_mipmap = #define MODE_MIPMAP +mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION #[specializations] - #[vertex] -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -layout(location = 4) in vec3 cube_in; -#else -layout(location = 4) in vec2 uv_in; -#endif - -layout(location = 5) in vec2 uv2_in; +layout(location = 0) in vec2 vertex_attrib; -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -out vec3 cube_interp; -#else out vec2 uv_interp; -#endif -out vec2 uv2_interp; +/* clang-format on */ #ifdef USE_COPY_SECTION uniform highp vec4 copy_section; -#elif defined(USE_DISPLAY_TRANSFORM) -uniform highp mat4 display_transform; #endif void main() { -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) - cube_interp = cube_in; -#elif defined(USE_ASYM_PANO) - uv_interp = vertex_attrib.xy; -#else - uv_interp = uv_in; -#endif - - uv2_interp = uv2_in; - gl_Position = vertex_attrib; + uv_interp = vertex_attrib * 0.5 + 0.5; + gl_Position = vec4(vertex_attrib, 1.0, 1.0); #ifdef USE_COPY_SECTION + gl_Position.xy = (copy_section.xy + (uv_interp.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; uv_interp = copy_section.xy + uv_interp * copy_section.zw; - gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; -#elif defined(USE_DISPLAY_TRANSFORM) - uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; #endif } /* clang-format off */ #[fragment] -#define M_PI 3.14159265359 - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -in vec3 cube_interp; -#else in vec2 uv_interp; -#endif /* clang-format on */ - -#ifdef USE_ASYM_PANO -uniform highp mat4 pano_transform; -uniform highp vec4 asym_proj; -#endif - -#ifdef USE_CUBEMAP -uniform samplerCube source_cube; // texunit:0 -#else -uniform sampler2D source; // texunit:0 -#endif - -#ifdef USE_SEP_CBCR_TEXTURE -uniform sampler2D CbCr; //texunit:1 -#endif - -in vec2 uv2_interp; - -#ifdef USE_MULTIPLIER -uniform float multiplier; +#ifdef MODE_SIMPLE_COLOR +uniform vec4 color_in; #endif -#ifdef USE_CUSTOM_ALPHA -uniform float custom_alpha; +#ifdef MODE_GAUSSIAN_BLUR +uniform highp vec2 pixel_size; #endif -#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) -uniform highp mat4 sky_transform; - -vec4 texturePanorama(sampler2D pano, vec3 normal) { - vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y)); - - if (st.x < 0.0) - st.x += M_PI * 2.0; - - st /= vec2(M_PI * 2.0, M_PI); - - return texture(pano, st); -} - -#endif +uniform sampler2D source; // texunit:0 layout(location = 0) out vec4 frag_color; void main() { -#ifdef USE_PANORAMA - - vec3 cube_normal = normalize(cube_interp); - cube_normal.z = -cube_normal.z; - cube_normal = mat3(sky_transform) * cube_normal; - cube_normal.z = -cube_normal.z; - - vec4 color = texturePanorama(source, cube_normal); - -#elif defined(USE_ASYM_PANO) - - // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. - // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. - // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. - - vec3 cube_normal; - cube_normal.z = -1.0; - cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; - cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; - cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; - cube_normal.z = -cube_normal.z; - - vec4 color = texturePanorama(source, normalize(cube_normal.xyz)); - -#elif defined(USE_CUBEMAP) - vec4 color = texture(source_cube, normalize(cube_interp)); -#elif defined(USE_SEP_CBCR_TEXTURE) - vec4 color; - color.r = texture(source, uv_interp).r; - color.gb = texture(CbCr, uv_interp).rg - vec2(0.5, 0.5); - color.a = 1.0; -#else +#ifdef MODE_SIMPLE_COPY vec4 color = texture(source, uv_interp); + frag_color = color; #endif -#ifdef USE_YCBCR_TO_RGB - // YCbCr -> RGB conversion - - // Using BT.601, which is the standard for SDTV is provided as a reference - color.rgb = mat3( - vec3(1.00000, 1.00000, 1.00000), - vec3(0.00000, -0.34413, 1.77200), - vec3(1.40200, -0.71414, 0.00000)) * - color.rgb; -#endif - -#ifdef USE_NO_ALPHA - color.a = 1.0; -#endif - -#ifdef USE_CUSTOM_ALPHA - color.a = custom_alpha; -#endif - -#ifdef USE_MULTIPLIER - color.rgb *= multiplier; +#ifdef MODE_SIMPLE_COLOR + frag_color = color_in; #endif - - frag_color = color; } diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 49a2a79cb2..f2809734a9 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -55,82 +55,34 @@ Config::Config() { } } - keep_original_textures = true; // false - depth_internalformat = GL_DEPTH_COMPONENT; - depth_type = GL_UNSIGNED_INT; - - srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode"); - etc2_supported = true; + bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc"); #ifdef GLES_OVER_GL float_texture_supported = true; + etc2_supported = false; s3tc_supported = true; - etc_supported = false; // extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); - bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc"); - rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc"); - support_npot_repeat_mipmap = true; - depth_buffer_internalformat = GL_DEPTH_COMPONENT24; + rgtc_supported = true; //RGTC - core since OpenGL version 3.0 #else float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float"); - s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc"); - etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1"); - bptc_supported = false; - rgtc_supported = false; - support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot"); - -#ifdef JAVASCRIPT_ENABLED - // RenderBuffer internal format must be 16 bits in WebGL, - // but depth_texture should default to 32 always - // if the implementation doesn't support 32, it should just quietly use 16 instead - // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ - depth_buffer_internalformat = GL_DEPTH_COMPONENT16; - depth_type = GL_UNSIGNED_INT; -#else - // on mobile check for 24 bit depth support for RenderBufferStorage - if (extensions.has("GL_OES_depth24")) { - depth_buffer_internalformat = _DEPTH_COMPONENT24_OES; - depth_type = GL_UNSIGNED_INT; - } else { - depth_buffer_internalformat = GL_DEPTH_COMPONENT16; - depth_type = GL_UNSIGNED_SHORT; - } -#endif + etc2_supported = true; + s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc"); + rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc"); #endif #ifdef GLES_OVER_GL use_rgba_2d_shadows = false; - use_rgba_3d_shadows = false; - support_depth_cubemaps = true; #else use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg")); - use_rgba_3d_shadows = false; - support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map"); -#endif - -#ifdef GLES_OVER_GL - support_32_bits_indices = true; -#else - support_32_bits_indices = extensions.has("GL_OES_element_index_uint"); #endif -#ifdef GLES_OVER_GL - support_write_depth = true; -#elif defined(JAVASCRIPT_ENABLED) - support_write_depth = false; -#else - support_write_depth = extensions.has("GL_EXT_frag_depth"); -#endif + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size); - //picky requirements for these - support_shadow_cubemaps = support_write_depth && support_depth_cubemaps; // the use skeleton software path should be used if either float texture is not supported, // OR max_vertex_texture_image_units is zero use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0); - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); - glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units); - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size); - support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic"); if (support_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index c93c030498..db76aa79fb 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -53,6 +53,8 @@ private: public: bool use_nearest_mip_filter = false; bool use_skeleton_software = false; + bool use_depth_prepass = true; + bool use_rgba_2d_shadows = false; int max_vertex_texture_image_units = 0; int max_texture_image_units = 0; @@ -69,38 +71,15 @@ public: bool float_texture_supported = false; bool s3tc_supported = false; - bool latc_supported = false; bool rgtc_supported = false; bool bptc_supported = false; - bool etc_supported = false; bool etc2_supported = false; - bool srgb_decode_supported = false; - - bool keep_original_textures = false; bool force_vertex_shading = false; - bool use_rgba_2d_shadows = false; - bool use_rgba_3d_shadows = false; - - bool support_32_bits_indices = false; - bool support_write_depth = false; - bool support_npot_repeat_mipmap = false; - bool support_depth_cubemaps = false; - bool support_shadow_cubemaps = false; bool support_anisotropic_filter = false; float anisotropic_level = 0.0f; - GLuint depth_internalformat = 0; - GLuint depth_type = 0; - GLuint depth_buffer_internalformat = 0; - - // in some cases the legacy render didn't orphan. We will mark these - // so the user can switch orphaning off for them. - bool should_orphan = true; - - bool use_depth_prepass = true; - static Config *get_singleton() { return singleton; }; Config(); diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index a57c899133..698bcf3ec2 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1184,8 +1184,6 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet p_textures[k++] = gl_texture; } } else { - //bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR; - for (int j = 0; j < textures.size(); j++) { Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]); @@ -1671,10 +1669,6 @@ ShaderCompiler::DefaultIdentifierActions actions; shaders.compiler_sky.initialize(actions); } - - //shaders.copy.initialize(); - //shaders.copy_version = shaders.copy.version_create(); //TODO - //shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION); } MaterialStorage::~MaterialStorage() { @@ -2748,7 +2742,7 @@ void CanvasShaderData::set_code(const String &p_code) { ShaderCompiler::GeneratedCode gen_code; - int blend_mode = BLEND_MODE_MIX; + int blend_modei = BLEND_MODE_MIX; uses_screen_texture = false; ShaderCompiler::IdentifierActions actions; @@ -2756,12 +2750,12 @@ void CanvasShaderData::set_code(const String &p_code) { actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; - actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); - actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); - actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); - actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); - actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA); - actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED); + actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD); + actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX); + actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB); + actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL); + actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA); + actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED); actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; @@ -2775,6 +2769,8 @@ void CanvasShaderData::set_code(const String &p_code) { version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); } + blend_mode = BlendMode(blend_modei); + #if 0 print_line("**compiling shader:"); print_line("**defines:\n"); diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h index 053dbacc05..09f6680bec 100644 --- a/drivers/gles3/storage/material_storage.h +++ b/drivers/gles3/storage/material_storage.h @@ -42,8 +42,6 @@ #include "servers/rendering/shader_language.h" #include "servers/rendering/storage/material_storage.h" -#include "drivers/gles3/shaders/copy.glsl.gen.h" - #include "../shaders/canvas.glsl.gen.h" #include "../shaders/cubemap_filter.glsl.gen.h" #include "../shaders/scene.glsl.gen.h" @@ -53,18 +51,6 @@ namespace GLES3 { /* Shader Structs */ -struct Shaders { - CanvasShaderGLES3 canvas_shader; - SkyShaderGLES3 sky_shader; - SceneShaderGLES3 scene_shader; - CubemapFilterShaderGLES3 cubemap_filter_shader; - - ShaderCompiler compiler_canvas; - ShaderCompiler compiler_scene; - ShaderCompiler compiler_particles; - ShaderCompiler compiler_sky; -}; - struct ShaderData { virtual void set_code(const String &p_Code) = 0; virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0; @@ -159,8 +145,8 @@ struct CanvasShaderData : public ShaderData { bool valid; RID version; - //PipelineVariants pipeline_variants; String path; + BlendMode blend_mode = BLEND_MODE_MIX; HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; @@ -467,7 +453,17 @@ public: MaterialStorage(); virtual ~MaterialStorage(); - Shaders shaders; + struct Shaders { + CanvasShaderGLES3 canvas_shader; + SkyShaderGLES3 sky_shader; + SceneShaderGLES3 scene_shader; + CubemapFilterShaderGLES3 cubemap_filter_shader; + + ShaderCompiler compiler_canvas; + ShaderCompiler compiler_scene; + ShaderCompiler compiler_particles; + ShaderCompiler compiler_sky; + } shaders; /* GLOBAL VARIABLE API */ diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index f932fa8bad..42c80da39a 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -32,6 +32,7 @@ #include "texture_storage.h" #include "config.h" +#include "drivers/gles3/effects/copy_effects.h" using namespace GLES3; @@ -55,8 +56,6 @@ TextureStorage::TextureStorage() { system_fbo = 0; - frame.current_rt = nullptr; - { //create default textures { // White Textures @@ -247,7 +246,7 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS: /* Texture API */ -Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { +Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { Config *config = Config::get_singleton(); r_gl_format = 0; Ref<Image> image = p_image; @@ -295,14 +294,12 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_internal_format = GL_RGB8; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; - //r_srgb = true; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA8; r_gl_type = GL_UNSIGNED_BYTE; - //r_srgb = true; } break; case Image::FORMAT_RGBA4444: { @@ -311,12 +308,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; } break; - //case Image::FORMAT_RGBA5551: { - // r_gl_internal_format = GL_RGB5_A1; - // r_gl_format = GL_RGBA; - // r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1; - // - //} break; case Image::FORMAT_RF: { r_gl_internal_format = GL_R32F; r_gl_format = GL_RED; @@ -376,8 +367,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; - } else { need_decompress = true; } @@ -388,8 +377,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; - } else { need_decompress = true; } @@ -400,8 +387,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; - } else { need_decompress = true; } @@ -412,7 +397,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - } else { need_decompress = true; } @@ -433,8 +417,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; - } else { need_decompress = true; } @@ -459,19 +441,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I need_decompress = true; } } break; - case Image::FORMAT_ETC: { - if (config->etc_supported) { - r_gl_internal_format = _EXT_ETC1_RGB8_OES; - r_gl_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_compressed = true; - - } else { - need_decompress = true; - } - - } break; - /* case Image::FORMAT_ETC2_R11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_R11_EAC; @@ -516,13 +485,13 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I need_decompress = true; } } break; + case Image::FORMAT_ETC: case Image::FORMAT_ETC2_RGB8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; } else { need_decompress = true; @@ -534,7 +503,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; } else { need_decompress = true; @@ -546,13 +514,11 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - //r_srgb = true; } else { need_decompress = true; } } break; - */ default: { ERR_FAIL_V_MSG(Ref<Image>(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer"); } @@ -643,7 +609,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im texture.format = p_image->get_format(); texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; - _get_gl_image_and_format(Ref<Image>(), texture.format, 0, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); + _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); //texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes texture.active = true; glGenTextures(1, &texture.tex_id); @@ -880,11 +846,6 @@ void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDe } void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { - Texture *texture = texture_owner.get_or_null(p_texture); - ERR_FAIL_COND(!texture); - - texture->detect_srgb = p_callback; - texture->detect_srgb_ud = p_userdata; } void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { @@ -967,7 +928,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, // print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height())); Image::Format real_format; - Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), 0, real_format, format, internal_format, type, compressed, texture->resize_to_po2); + Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2); ERR_FAIL_COND(img.is_null()); if (texture->resize_to_po2) { if (p_image->is_compressed()) { @@ -1054,11 +1015,6 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, texture->stored_cube_sides |= (1 << p_layer); - //if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) { - //generate mipmaps if they were requested and the image does not contain them - // glGenerateMipmap(texture->target); - //} - texture->mipmaps = mipmaps; } @@ -1066,128 +1022,6 @@ void TextureStorage::texture_set_data_partial(RID p_texture, const Ref<Image> &p ERR_PRINT("Not implemented yet, sorry :("); } -/* -Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const { - Texture *texture = texture_owner.get_or_null(p_texture); - - ERR_FAIL_COND_V(!texture, Ref<Image>()); - ERR_FAIL_COND_V(!texture->active, Ref<Image>()); - ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>()); - - -#ifdef GLES_OVER_GL - - Image::Format real_format; - GLenum gl_format; - GLenum gl_internal_format; - GLenum gl_type; - bool compressed; - _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false); - - PoolVector<uint8_t> data; - - int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1); - - data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers - PoolVector<uint8_t>::Write wb = data.write(); - - glActiveTexture(GL_TEXTURE0); - - glBindTexture(texture->target, texture->tex_id); - - glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); - - for (int i = 0; i < texture->mipmaps; i++) { - int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i); - - if (texture->compressed) { - glPixelStorei(GL_PACK_ALIGNMENT, 4); - glGetCompressedTexImage(texture->target, i, &wb[ofs]); - } else { - glPixelStorei(GL_PACK_ALIGNMENT, 1); - glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]); - } - } - - wb.release(); - - data.resize(data_size); - - Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data)); - - return Ref<Image>(img); -#else - - Image::Format real_format; - GLenum gl_format; - GLenum gl_internal_format; - GLenum gl_type; - bool compressed; - _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2); - - PoolVector<uint8_t> data; - - int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); - - data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers - PoolVector<uint8_t>::Write wb = data.write(); - - GLuint temp_framebuffer; - glGenFramebuffers(1, &temp_framebuffer); - - GLuint temp_color_texture; - glGenTextures(1, &temp_color_texture); - - glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); - - glBindTexture(GL_TEXTURE_2D, temp_color_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); - - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture->tex_id); - - glViewport(0, 0, texture->alloc_width, texture->alloc_height); - - shaders.copy.bind(); - - glClearColor(0.0, 0.0, 0.0, 0.0); - glClear(GL_COLOR_BUFFER_BIT); - bind_quad_array(); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); - - glDeleteTextures(1, &temp_color_texture); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDeleteFramebuffers(1, &temp_framebuffer); - - wb.release(); - - data.resize(data_size); - - Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); - if (!texture->compressed) { - img->convert(real_format); - } - - return Ref<Image>(img); - -#endif -} -*/ - Image::Format TextureStorage::texture_get_format(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); @@ -1285,32 +1119,6 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const { GLuint TextureStorage::system_fbo = 0; -void TextureStorage::_set_current_render_target(RID p_render_target) { - RenderTarget *rt = render_target_owner.get_or_null(p_render_target); - - if (rt) { - if (rt->allocate_is_dirty) { - rt->allocate_is_dirty = false; - //_clear_render_target(rt); - //_update_render_target(rt); - } - - frame.current_rt = rt; - ERR_FAIL_COND(!rt); - - glViewport(rt->position.x, rt->position.y, rt->size.x, rt->size.y); - - _dims.rt_width = rt->size.x; - _dims.rt_height = rt->size.y; - _dims.win_width = rt->size.x; - _dims.win_height = rt->size.y; - - } else { - frame.current_rt = nullptr; - glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); - } -} - void TextureStorage::_update_render_target(RenderTarget *rt) { // do not allocate a render target with no size if (rt->size.x <= 0 || rt->size.y <= 0) { @@ -1318,14 +1126,14 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { } // do not allocate a render target that is attached to the screen - if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { + if (rt->direct_to_screen) { rt->fbo = system_fbo; return; } - rt->color_internal_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_RGBA8 : GL_RGB10_A2; + rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2; rt->color_format = GL_RGBA; - rt->color_type = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV; + rt->color_type = rt->is_transparent ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV; rt->image_format = Image::FORMAT_RGBA8; glDisable(GL_SCISSOR_TEST); @@ -1388,87 +1196,64 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); +} +void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { + ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized."); + ERR_FAIL_COND(rt->direct_to_screen); // Allocate mipmap chains for full screen blur - if (rt->size.x >= 2 && rt->size.y >= 2) { - for (int i = 0; i < 2; i++) { - ERR_FAIL_COND(rt->mip_maps[i].sizes.size()); - int w = rt->size.x; - int h = rt->size.y; - - if (i > 0) { - w >>= 1; - h >>= 1; - } - - int level = 0; - GLsizei width = w; - GLsizei height = h; + // Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches + int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4); + if (rt->size.x > 40 && rt->size.y > 40) { + GLsizei width = rt->size.x; + GLsizei height = rt->size.y; - while (true) { - RenderTarget::MipMaps::Size mm; - mm.width = w; - mm.height = h; - rt->mip_maps[i].sizes.push_back(mm); + rt->mipmap_count = count; - w >>= 1; - h >>= 1; + glGenTextures(1, &rt->backbuffer); + glBindTexture(GL_TEXTURE_2D, rt->backbuffer); - if (w < 2 || h < 2) { - break; - } - - level++; - } - - glGenTextures(1, &rt->mip_maps[i].color); - glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color); - - for (int l = 0; l < level + 1; l++) { - glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr); - width = MAX(1, (width / 2)); - height = MAX(1, (height / 2)); - } -#ifdef GLES_OVER_GL - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); -#endif + for (int l = 0; l < count; l++) { + glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + } - for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { - RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j]; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1); - glGenFramebuffers(1, &mm.fbo); - bind_framebuffer(mm.fbo); + glGenFramebuffers(1, &rt->backbuffer_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status)); - bind_framebuffer_system(); - return; - } + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status)); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + return; + } - glClearColor(1.0, 0.0, 1.0, 0.0); - glClear(GL_COLOR_BUFFER_BIT); - } + // Initialize all levels to opaque Magenta. + for (int j = 0; j < count; j++) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j); + glClearColor(1.0, 0.0, 1.0, 1.0); + glClear(GL_COLOR_BUFFER_BIT); + } - rt->mip_maps[i].levels = level; + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - rt->mip_maps_allocated = true; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - - bind_framebuffer_system(); } void TextureStorage::_clear_render_target(RenderTarget *rt) { // there is nothing to clear when DIRECT_TO_SCREEN is used - if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { + if (rt->direct_to_screen) { return; } @@ -1504,17 +1289,11 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { tex->height = 0; tex->active = false; - for (int i = 0; i < 2; i++) { - if (rt->mip_maps[i].sizes.size()) { - for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { - glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo); - } - - glDeleteTextures(1, &rt->mip_maps[i].color); - rt->mip_maps[i].sizes.clear(); - rt->mip_maps[i].levels = 0; - rt->mip_maps[i].color = 0; - } + if (rt->backbuffer_fbo != 0) { + glDeleteFramebuffers(1, &rt->backbuffer_fbo); + glDeleteTextures(1, &rt->backbuffer); + rt->backbuffer = 0; + rt->backbuffer_fbo = 0; } } @@ -1523,9 +1302,6 @@ RID TextureStorage::render_target_create() { //render_target.was_used = false; render_target.clear_requested = false; - for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { - render_target.flags[i] = false; - } Texture t; t.active = true; t.render_target = &render_target; @@ -1568,9 +1344,6 @@ void TextureStorage::render_target_set_size(RID p_render_target, int p_width, in rt->size = Size2i(p_width, p_height); - // print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height)); - - rt->allocate_is_dirty = true; _update_render_target(rt); } @@ -1642,7 +1415,6 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns t->gl_format_cache = 0; t->gl_internal_format_cache = 0; t->gl_type_cache = 0; - t->srgb = false; t->total_data_size = 0; t->mipmaps = 1; t->active = true; @@ -1688,29 +1460,28 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns } } -void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { +void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); - // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as - // those functions change how they operate depending on the value of DIRECT_TO_SCREEN - if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { - _clear_render_target(rt); - rt->flags[p_flag] = p_value; - _update_render_target(rt); - } + rt->is_transparent = p_transparent; - rt->flags[p_flag] = p_value; + _clear_render_target(rt); + _update_render_target(rt); +} - switch (p_flag) { - case RENDER_TARGET_TRANSPARENT: { - //must reset for these formats - _clear_render_target(rt); - _update_render_target(rt); - } break; - default: { - } +void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + if (p_direct_to_screen == rt->direct_to_screen) { + return; } + // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as + // those functions change how they operate depending on the value of DIRECT_TO_SCREEN + _clear_render_target(rt); + rt->direct_to_screen = p_direct_to_screen; + _update_render_target(rt); } bool TextureStorage::render_target_was_used(RID p_render_target) { @@ -1772,4 +1543,85 @@ Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { } +void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + ERR_FAIL_COND(rt->direct_to_screen); + + if (rt->backbuffer_fbo == 0) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + region.size = rt->size; + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + } + + glDisable(GL_BLEND); + //single texture copy for backbuffer + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, rt->color); + GLES3::CopyEffects::get_singleton()->copy_screen(); + + if (p_gen_mipmaps) { + GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region); + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); + } + + glEnable(GL_BLEND); // 2D almost always uses blend. +} + +void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + ERR_FAIL_COND(rt->direct_to_screen); + + if (rt->backbuffer_fbo == 0) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + // Just do a full screen clear; + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); + glClearColor(p_color.r, p_color.g, p_color.b, p_color.a); + glClear(GL_COLOR_BUFFER_BIT); + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); + GLES3::CopyEffects::get_singleton()->set_color(p_color, region); + } +} + +void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->backbuffer_fbo == 0) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + region.size = rt->size; + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + } + + GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region); + glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); +} + #endif // GLES3_ENABLED diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index b092a009c1..d6d04e45a1 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -71,6 +71,17 @@ namespace GLES3 { #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#define _EXT_COMPRESSED_R11_EAC 0x9270 +#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define _EXT_COMPRESSED_RG11_EAC 0x9272 +#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define _EXT_COMPRESSED_RGB8_ETC2 0x9274 +#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275 +#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 + #define _GL_TEXTURE_EXTERNAL_OES 0x8D65 #ifdef GLES_OVER_GL @@ -161,8 +172,6 @@ struct Texture { bool compressed = false; - bool srgb = false; - bool resize_to_po2 = false; bool active = false; @@ -179,9 +188,6 @@ struct Texture { RS::TextureDetectCallback detect_3d_callback = nullptr; void *detect_3d_callback_ud = nullptr; - RS::TextureDetectCallback detect_srgb = nullptr; - void *detect_srgb_ud = nullptr; - RS::TextureDetectCallback detect_normal_callback = nullptr; void *detect_normal_callback_ud = nullptr; @@ -213,8 +219,6 @@ struct Texture { redraw_if_visible = o.redraw_if_visible; detect_3d_callback = o.detect_3d_callback; detect_3d_callback_ud = o.detect_3d_callback_ud; - detect_srgb = o.detect_srgb; - detect_srgb_ud = o.detect_srgb_ud; detect_normal_callback = o.detect_normal_callback; detect_normal_callback_ud = o.detect_normal_callback_ud; detect_roughness_callback = o.detect_roughness_callback; @@ -311,21 +315,6 @@ private: }; struct RenderTarget { - struct MipMaps { - struct Size { - GLuint fbo; - int width; - int height; - }; - - Vector<Size> sizes; - GLuint color = 0; - int levels = 0; - - MipMaps() { - } - }; - struct External { GLuint fbo = 0; GLuint color = 0; @@ -338,23 +327,21 @@ struct RenderTarget { Point2i position = Point2i(0, 0); Size2i size = Size2i(0, 0); + int mipmap_count = 1; RID self; GLuint fbo = 0; GLuint color = 0; + GLuint backbuffer_fbo = 0; + GLuint backbuffer = 0; GLuint color_internal_format = GL_RGBA8; GLuint color_format = GL_RGBA; GLuint color_type = GL_UNSIGNED_BYTE; Image::Format image_format = Image::FORMAT_RGBA8; - MipMaps mip_maps[2]; - bool mip_maps_allocated = false; - - bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX]; + bool is_transparent = false; + bool direct_to_screen = false; - // instead of allocating sized render targets immediately, - // defer this for faster startup - bool allocate_is_dirty = false; bool used_in_frame = false; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; @@ -364,9 +351,6 @@ struct RenderTarget { bool clear_requested = false; RenderTarget() { - for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) { - flags[i] = false; - } } }; @@ -384,28 +368,15 @@ private: mutable RID_Owner<Texture> texture_owner; - Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; + Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; /* Render Target API */ mutable RID_Owner<RenderTarget> render_target_owner; - // make access easier to these - struct Dimensions { - // render target - int rt_width; - int rt_height; - - // window - int win_width; - int win_height; - Dimensions() { - rt_width = 0; - rt_height = 0; - win_width = 0; - win_height = 0; - } - } _dims; + void _clear_render_target(RenderTarget *rt); + void _update_render_target(RenderTarget *rt); + void _create_render_target_backbuffer(RenderTarget *rt); public: static TextureStorage *get_singleton(); @@ -522,20 +493,9 @@ public: static GLuint system_fbo; - // TODO this should be moved back to storage or removed - struct Frame { - GLES3::RenderTarget *current_rt; - } frame; - RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); }; bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); }; - // TODO these internals should be private - void _clear_render_target(RenderTarget *rt); - void _update_render_target(RenderTarget *rt); - void _create_render_target_backbuffer(RenderTarget *rt); - void _set_current_render_target(RID p_render_target); - virtual RID render_target_create() override; virtual void render_target_free(RID p_rid) override; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override; @@ -544,7 +504,8 @@ public: virtual RID render_target_get_texture(RID p_render_target) override; virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override; - virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override; + virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override; + virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override; virtual bool render_target_was_used(RID p_render_target) override; void render_target_clear_used(RID p_render_target); @@ -563,13 +524,9 @@ public: Rect2i render_target_get_sdf_rect(RID p_render_target) const override; void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; - void bind_framebuffer(GLuint framebuffer) { - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); - } - - void bind_framebuffer_system() { - glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); - } + void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); + void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); + void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region); String get_framebuffer_error(GLenum p_status); }; diff --git a/drivers/gles3/texture_loader_gles3.cpp b/drivers/gles3/texture_loader_gles3.cpp deleted file mode 100644 index ba4ddb3b37..0000000000 --- a/drivers/gles3/texture_loader_gles3.cpp +++ /dev/null @@ -1,112 +0,0 @@ -/*************************************************************************/ -/* texture_loader_gles3.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "texture_loader_gles3.h" - -#ifdef GLES3_ENABLED - -#include "core/io/file_access.h" -#include "core/string/print_string.h" - -#include <string.h> - -Ref<Resource> ResourceFormatGLES2Texture::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) { - unsigned int width = 8; - unsigned int height = 8; - - //We just use some format - Image::Format fmt = Image::FORMAT_RGB8; - int rowsize = 3 * width; - - Vector<uint8_t> dstbuff; - - dstbuff.resize(rowsize * height); - - uint8_t **row_p = memnew_arr(uint8_t *, height); - - for (unsigned int i = 0; i < height; i++) { - row_p[i] = nullptr; // No colors any more, I want them to turn black. - } - - memdelete_arr(row_p); - - Ref<Image> img = memnew(Image(width, height, 0, fmt, dstbuff)); - - Ref<ImageTexture> texture = memnew(ImageTexture); - texture->create_from_image(img); - - if (r_error) { - *r_error = OK; - } - - return texture; -} - -void ResourceFormatGLES2Texture::get_recognized_extensions(List<String> *p_extensions) const { - p_extensions->push_back("bmp"); - p_extensions->push_back("dds"); - p_extensions->push_back("exr"); - p_extensions->push_back("jpeg"); - p_extensions->push_back("jpg"); - p_extensions->push_back("hdr"); - p_extensions->push_back("pkm"); - p_extensions->push_back("png"); - p_extensions->push_back("pvr"); - p_extensions->push_back("svg"); - p_extensions->push_back("tga"); - p_extensions->push_back("webp"); -} - -bool ResourceFormatGLES2Texture::handles_type(const String &p_type) const { - return ClassDB::is_parent_class(p_type, "Texture2D"); -} - -String ResourceFormatGLES2Texture::get_resource_type(const String &p_path) const { - String extension = p_path.get_extension().to_lower(); - if ( - extension == "bmp" || - extension == "dds" || - extension == "exr" || - extension == "jpeg" || - extension == "jpg" || - extension == "hdr" || - extension == "pkm" || - extension == "png" || - extension == "pvr" || - extension == "svg" || - extension == "tga" || - extension == "webp") { - return "ImageTexture"; - } - - return ""; -} - -#endif |