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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp87
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h1
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp274
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h12
-rw-r--r--platform/android/detect.py2
-rw-r--r--thirdparty/glad/glad.c24
-rw-r--r--thirdparty/glad/glad/glad.h29
8 files changed, 357 insertions, 76 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index d3c6b041a8..f49f52e47b 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -202,6 +202,10 @@ Error RasterizerGLES2::is_viable() {
return ERR_UNAVAILABLE;
}
}
+
+ if (GLAD_GL_EXT_framebuffer_multisample) {
+ glRenderbufferStorageMultisample = glRenderbufferStorageMultisampleEXT;
+ }
#endif // GLES_OVER_GL
#endif // GLAD_ENABLED
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 99eb0665d6..55257ab1c5 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -42,6 +42,16 @@
#define glClearDepth glClearDepthf
#endif
+#ifndef GLES_OVER_GL
+#ifdef IPHONE_ENABLED
+#include <OpenGLES/ES2/glext.h>
+//void *glResolveMultisampleFramebufferAPPLE;
+
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#endif
+#endif
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -1148,6 +1158,30 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
}
+void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) {
+
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+
+ 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, p_texture);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ storage->shaders.copy.bind();
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
render_pass++;
@@ -2689,7 +2723,11 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (storage->frame.current_rt->external.fbo != 0) {
current_fb = storage->frame.current_rt->external.fbo;
} else {
- current_fb = storage->frame.current_rt->fbo;
+ if (storage->frame.current_rt->multisample_active) {
+ current_fb = storage->frame.current_rt->multisample_fbo;
+ } else {
+ current_fb = storage->frame.current_rt->fbo;
+ }
}
env = environment_owner.getornull(p_environment);
@@ -2838,7 +2876,38 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Resolve framebuffer to front buffer before copying
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#else
+ // In GLES2 Blit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
storage->canvas->_copy_screen(Rect2());
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Rebind the current framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
+ }
}
// alpha pass
@@ -2851,6 +2920,22 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glDisable(GL_DEPTH_TEST);
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#else
+ // In GLES2 Blit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 48672991d1..e5f0bbcbbb 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -670,6 +670,7 @@ public:
void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
+ void _copy_texture_to_front_buffer(GLuint texture);
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
const Transform &p_view_transform,
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 3f78588940..d709056709 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -81,6 +81,28 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _DEPTH_COMPONENT24_OES 0x81A6
+#ifndef GLES_OVER_GL
+// enable extensions manually for android and ios
+#include <dlfcn.h> // needed to load extensions
+
+#ifdef IPHONE_ENABLED
+
+#include <OpenGLES/ES2/glext.h>
+//void *glRenderbufferStorageMultisampleAPPLE;
+//void *glResolveMultisampleFramebufferAPPLE;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
+#else
+
+#include <GLES2/gl2ext.h>
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
+PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
+#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
+#endif
+
+#define GL_MAX_SAMPLES 0x8D57
+#endif //!GLES_OVER_GL
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -4549,95 +4571,174 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
if (rt->width <= 0 || rt->height <= 0)
return;
- Texture *texture = texture_owner.getornull(rt->texture);
- ERR_FAIL_COND(!texture);
-
- // create fbo
-
- glGenFramebuffers(1, &rt->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-
- // color
-
- glGenTextures(1, &rt->color);
- glBindTexture(GL_TEXTURE_2D, rt->color);
+ GLuint color_internal_format;
+ GLuint color_format;
+ GLuint color_type = GL_UNSIGNED_BYTE;
if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGBA;
+ color_format = GL_RGBA;
} else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGB;
+ color_format = GL_RGB;
}
- if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
+ {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
+ /* Front FBO */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ Texture *texture = texture_owner.getornull(rt->texture);
+ ERR_FAIL_COND(!texture);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ // framebuffer
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- // depth
+ // color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
- if (config.support_depth_texture) {
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
- glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // depth
- glDeleteFramebuffers(1, &rt->fbo);
if (config.support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
+
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
- glDeleteRenderbuffers(1, &rt->depth);
+
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
- glDeleteTextures(1, &rt->color);
- rt->fbo = 0;
- rt->width = 0;
- rt->height = 0;
- rt->color = 0;
- rt->depth = 0;
- texture->tex_id = 0;
- texture->active = false;
- WARN_PRINT("Could not create framebuffer!!");
- return;
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteFramebuffers(1, &rt->fbo);
+ if (config.support_depth_texture) {
+
+ glDeleteTextures(1, &rt->depth);
+ } else {
+
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
+
+ glDeleteTextures(1, &rt->color);
+ rt->fbo = 0;
+ rt->width = 0;
+ rt->height = 0;
+ rt->color = 0;
+ rt->depth = 0;
+ texture->tex_id = 0;
+ texture->active = false;
+ WARN_PRINT("Could not create framebuffer!!");
+ return;
+ }
+
+ texture->format = Image::FORMAT_RGBA8;
+ texture->gl_format_cache = GL_RGBA;
+ texture->gl_type_cache = GL_UNSIGNED_BYTE;
+ texture->gl_internal_format_cache = GL_RGBA;
+ texture->tex_id = rt->color;
+ texture->width = rt->width;
+ texture->alloc_width = rt->width;
+ texture->height = rt->height;
+ texture->alloc_height = rt->height;
+ texture->active = true;
+
+ texture_set_flags(rt->texture, texture->flags);
}
- texture->format = Image::FORMAT_RGBA8;
- texture->gl_format_cache = GL_RGBA;
- texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = GL_RGBA;
- texture->tex_id = rt->color;
- texture->width = rt->width;
- texture->alloc_width = rt->width;
- texture->height = rt->height;
- texture->alloc_height = rt->height;
- texture->active = true;
+ /* BACK FBO */
+ /* For MSAA */
+
+ if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) {
+
+ 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_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
- texture_set_flags(rt->texture, texture->flags);
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+#else
+ // Render to a texture in android
+ glGenTextures(1, &rt->multisample_color);
+ glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
+
+ // multisample buffer is same size as front buffer, so just use nearest
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0, msaa);
+#endif
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n", status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ } else {
+ rt->multisample_active = false;
+ }
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -4666,7 +4767,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -4725,6 +4826,20 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+#ifdef GLES_OVER_GL
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+#else
+ glDeleteTextures(1, &rt->multisample_color);
+#endif
+ rt->multisample_color = 0;
+ }
}
RID RasterizerStorageGLES2::render_target_create() {
@@ -4926,6 +5041,11 @@ void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::Vie
if (rt->msaa == p_msaa)
return;
+ if (!config.multisample_supported) {
+ ERR_PRINT("MSAA not supported on this hardware.");
+ return;
+ }
+
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
@@ -5449,6 +5569,26 @@ void RasterizerStorageGLES2::initialize() {
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#endif
+
+#ifndef GLES_OVER_GL
+ //Manually load extensions for android and ios
+
+#ifdef IPHONE_ENABLED
+
+ //void *gles2_lib = dlopen(NULL, RTLD_LAZY);
+ //glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
+ //glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
+#else
+
+ void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
+ glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
+ glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT");
+#endif
+#endif
+
+ // Check for multisample support
+ config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
+
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
config.support_depth_texture = true;
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index d6130849fb..3134082e2a 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -92,6 +92,8 @@ public:
bool support_shadow_cubemaps;
+ bool multisample_supported;
+
GLuint depth_internalformat;
GLuint depth_type;
@@ -1132,10 +1134,14 @@ public:
struct RenderTarget : public RID_Data {
GLuint fbo;
-
GLuint color;
GLuint depth;
+ GLuint multisample_fbo;
+ GLuint multisample_color;
+ GLuint multisample_depth;
+ bool multisample_active;
+
// TODO post processing effects?
// TODO HDR?
@@ -1182,6 +1188,10 @@ public:
fbo(0),
color(0),
depth(0),
+ multisample_fbo(0),
+ multisample_color(0),
+ multisample_depth(0),
+ multisample_active(false),
width(0),
height(0),
used_in_frame(false),
diff --git a/platform/android/detect.py b/platform/android/detect.py
index 8d35617d20..ea70fefbc5 100644
--- a/platform/android/detect.py
+++ b/platform/android/detect.py
@@ -301,7 +301,7 @@ def configure(env):
env.Prepend(CPPPATH=['#platform/android'])
env.Append(CPPFLAGS=['-DANDROID_ENABLED', '-DUNIX_ENABLED', '-DNO_FCNTL'])
- env.Append(LIBS=['OpenSLES', 'EGL', 'GLESv3', 'android', 'log', 'z', 'dl'])
+ env.Append(LIBS=['OpenSLES', 'EGL', 'GLESv3', 'GLESv2', 'android', 'log', 'z', 'dl'])
# Return NDK version string in source.properties (adapted from the Chromium project).
def get_ndk_version(path):
diff --git a/thirdparty/glad/glad.c b/thirdparty/glad/glad.c
index e7c64a7e17..9704c1079f 100644
--- a/thirdparty/glad/glad.c
+++ b/thirdparty/glad/glad.c
@@ -1,6 +1,6 @@
/*
- OpenGL loader generated by glad 0.1.29 on Mon Mar 4 12:47:22 2019.
+ OpenGL loader generated by glad 0.1.29 on Wed May 1 23:16:34 2019.
Language/Generator: C/C++
Specification: gl
@@ -9,6 +9,8 @@
Extensions:
GL_ARB_debug_output,
GL_ARB_framebuffer_object,
+ GL_EXT_framebuffer_blit,
+ GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object
Loader: True
Local files: False
@@ -16,9 +18,9 @@
Reproducible: False
Commandline:
- --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output,GL_ARB_framebuffer_object,GL_EXT_framebuffer_object"
+ --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output,GL_ARB_framebuffer_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object"
Online:
- https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output&extensions=GL_ARB_framebuffer_object&extensions=GL_EXT_framebuffer_object
+ https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output&extensions=GL_ARB_framebuffer_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object
*/
#include <stdio.h>
@@ -992,11 +994,15 @@ PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL;
PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL;
int GLAD_GL_ARB_debug_output = 0;
int GLAD_GL_ARB_framebuffer_object = 0;
+int GLAD_GL_EXT_framebuffer_blit = 0;
+int GLAD_GL_EXT_framebuffer_multisample = 0;
int GLAD_GL_EXT_framebuffer_object = 0;
PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB = NULL;
PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB = NULL;
PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB = NULL;
+PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT = NULL;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT = NULL;
PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT = NULL;
PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT = NULL;
PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT = NULL;
@@ -1807,6 +1813,14 @@ static void load_GL_ARB_framebuffer_object(GLADloadproc load) {
glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
}
+static void load_GL_EXT_framebuffer_blit(GLADloadproc load) {
+ if(!GLAD_GL_EXT_framebuffer_blit) return;
+ glad_glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC)load("glBlitFramebufferEXT");
+}
+static void load_GL_EXT_framebuffer_multisample(GLADloadproc load) {
+ if(!GLAD_GL_EXT_framebuffer_multisample) return;
+ glad_glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)load("glRenderbufferStorageMultisampleEXT");
+}
static void load_GL_EXT_framebuffer_object(GLADloadproc load) {
if(!GLAD_GL_EXT_framebuffer_object) return;
glad_glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)load("glIsRenderbufferEXT");
@@ -1831,6 +1845,8 @@ static int find_extensionsGL(void) {
if (!get_exts()) return 0;
GLAD_GL_ARB_debug_output = has_ext("GL_ARB_debug_output");
GLAD_GL_ARB_framebuffer_object = has_ext("GL_ARB_framebuffer_object");
+ GLAD_GL_EXT_framebuffer_blit = has_ext("GL_EXT_framebuffer_blit");
+ GLAD_GL_EXT_framebuffer_multisample = has_ext("GL_EXT_framebuffer_multisample");
GLAD_GL_EXT_framebuffer_object = has_ext("GL_EXT_framebuffer_object");
free_exts();
return 1;
@@ -1912,6 +1928,8 @@ int gladLoadGLLoader(GLADloadproc load) {
if (!find_extensionsGL()) return 0;
load_GL_ARB_debug_output(load);
load_GL_ARB_framebuffer_object(load);
+ load_GL_EXT_framebuffer_blit(load);
+ load_GL_EXT_framebuffer_multisample(load);
load_GL_EXT_framebuffer_object(load);
return GLVersion.major != 0 || GLVersion.minor != 0;
}
diff --git a/thirdparty/glad/glad/glad.h b/thirdparty/glad/glad/glad.h
index 6345de6f7a..b398faf627 100644
--- a/thirdparty/glad/glad/glad.h
+++ b/thirdparty/glad/glad/glad.h
@@ -1,6 +1,6 @@
/*
- OpenGL loader generated by glad 0.1.29 on Mon Mar 4 12:47:22 2019.
+ OpenGL loader generated by glad 0.1.29 on Wed May 1 23:16:34 2019.
Language/Generator: C/C++
Specification: gl
@@ -9,6 +9,8 @@
Extensions:
GL_ARB_debug_output,
GL_ARB_framebuffer_object,
+ GL_EXT_framebuffer_blit,
+ GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object
Loader: True
Local files: False
@@ -16,9 +18,9 @@
Reproducible: False
Commandline:
- --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output,GL_ARB_framebuffer_object,GL_EXT_framebuffer_object"
+ --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output,GL_ARB_framebuffer_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object"
Online:
- https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output&extensions=GL_ARB_framebuffer_object&extensions=GL_EXT_framebuffer_object
+ https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output&extensions=GL_ARB_framebuffer_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object
*/
@@ -3633,6 +3635,13 @@ GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv;
#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
+#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
+#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
+#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA
+#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
+#define GL_MAX_SAMPLES_EXT 0x8D57
#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
@@ -3704,6 +3713,20 @@ GLAPI PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB;
#define GL_ARB_framebuffer_object 1
GLAPI int GLAD_GL_ARB_framebuffer_object;
#endif
+#ifndef GL_EXT_framebuffer_blit
+#define GL_EXT_framebuffer_blit 1
+GLAPI int GLAD_GL_EXT_framebuffer_blit;
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT;
+#define glBlitFramebufferEXT glad_glBlitFramebufferEXT
+#endif
+#ifndef GL_EXT_framebuffer_multisample
+#define GL_EXT_framebuffer_multisample 1
+GLAPI int GLAD_GL_EXT_framebuffer_multisample;
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT;
+#define glRenderbufferStorageMultisampleEXT glad_glRenderbufferStorageMultisampleEXT
+#endif
#ifndef GL_EXT_framebuffer_object
#define GL_EXT_framebuffer_object 1
GLAPI int GLAD_GL_EXT_framebuffer_object;