diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-10-02 09:59:25 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2018-10-02 10:00:15 -0300 |
commit | bad991ea83fc2b0ae8e1dd58add9ed7802d61045 (patch) | |
tree | 52a0db96285afebc15c049a672e3d794787a34be /drivers | |
parent | 0b73a9e403a99af7c909908866d2b7822ddf3d44 (diff) |
Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export.
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 30 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 43 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 28 |
3 files changed, 80 insertions, 21 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 1dd594cc20..b65c51ec77 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -64,6 +64,16 @@ #define GLAPIENTRY #endif +#ifndef GLES_OVER_GL +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> +#include <GLES2/gl2platform.h> + +#include <EGL/egl.h> +#include <EGL/eglext.h> + +#endif + static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { if (type == _EXT_DEBUG_TYPE_OTHER_ARB) @@ -191,7 +201,7 @@ void RasterizerGLES2::initialize() { print_verbose("Using GLES2 video driver"); #ifdef GLAD_ENABLED - if (true || OS::get_singleton()->is_stdout_verbose()) { + if (OS::get_singleton()->is_stdout_verbose()) { if (GLAD_GL_ARB_debug_output) { glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, NULL); @@ -204,7 +214,7 @@ void RasterizerGLES2::initialize() { // For debugging #ifdef GLES_OVER_GL - if (GLAD_GL_ARB_debug_output) { + if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) { glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); @@ -217,6 +227,22 @@ void RasterizerGLES2::initialize() { GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello"); */ } +#else + if (OS::get_singleton()->is_stdout_verbose()) { + DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback"); + if (!callback) { + callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR"); + } + + if (callback) { + + print_line("godot: ENABLING GL DEBUG"); + glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + callback(_gl_debug_print, NULL); + glEnable(_EXT_DEBUG_OUTPUT); + } + } + #endif const GLubyte *renderer = glGetString(GL_RENDERER); diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 22cc45a0f6..15f1aa44be 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -42,6 +42,8 @@ #define glClearDepth glClearDepthf #endif +#define _DEPTH_COMPONENT24_OES 0x81A6 + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -461,7 +463,8 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { glGenFramebuffers(1, &rpi->fbo_blur); glGenRenderbuffers(1, &rpi->depth); - glGenTextures(1, &rpi->cubemap); + rpi->cubemap = 0; + //glGenTextures(1, &rpi->cubemap); return rpi->self; } @@ -502,14 +505,37 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance int size = rpi->probe_ptr->resolution; rpi->current_resolution = size; - int lod = 0; - - GLenum internal_format = GL_RGBA; - GLenum format = GL_RGBA; + GLenum internal_format = GL_RGB; + GLenum format = GL_RGB; GLenum type = GL_UNSIGNED_BYTE; glActiveTexture(GL_TEXTURE0); + if (rpi->cubemap != 0) { + glDeleteTextures(1, &rpi->cubemap); + } + glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); +#if 1 + //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); + } + + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + + glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); + + for (int i = 0; i < 6; i++) { + glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); + } + +#else + int lod = 0; + + //the approach below is fatal for powervr // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used. while (size >= 1) { @@ -521,7 +547,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); #ifdef DEBUG_ENABLED @@ -535,7 +561,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance size >>= 1; } - +#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -2540,7 +2566,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false); - glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW @@ -2984,7 +3009,7 @@ void RasterizerSceneGLES2::initialize() { glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 6314a69a90..1c1e8c7436 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -901,26 +901,27 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra // attachements for it, so we can fill them by issuing draw calls. GLuint tmp_fb; - glGenFramebuffers(1, &tmp_fb); - glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); - int size = p_radiance_size; int lod = 0; - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D); - - shaders.cubemap_filter.bind(); - int mipmaps = 6; int mm_level = mipmaps; - GLenum internal_format = GL_RGBA; - GLenum format = GL_RGBA; - GLenum type = GL_UNSIGNED_BYTE; // This is suboptimal... TODO other format for FBO? + GLenum internal_format = GL_RGB; + GLenum format = GL_RGB; + GLenum type = GL_UNSIGNED_BYTE; // Set the initial (empty) mipmaps +#if 1 + //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); + } + + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); +#else while (size >= 1) { for (int i = 0; i < 6; i++) { @@ -931,7 +932,14 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra size >>= 1; } +#endif + //framebuffer + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D); + shaders.cubemap_filter.bind(); lod = 0; mm_level = mipmaps; |