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path: root/drivers/gles2/rasterizer_gles2.cpp
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diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
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+/*************************************************************************/
+/* rasterizer_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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 "rasterizer_gles2.h"
+
+#include "gl_context/context_gl.h"
+#include "os/os.h"
+#include "project_settings.h"
+#include <string.h>
+
+#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
+#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
+#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
+#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
+#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
+#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
+#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
+#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
+#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
+#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
+#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
+#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
+#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
+#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
+#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
+#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
+#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
+#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
+#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
+#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
+#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
+#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
+#define _EXT_DEBUG_OUTPUT 0x92E0
+
+#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED)
+#define GLAPIENTRY APIENTRY
+#else
+#define GLAPIENTRY
+#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)
+ return;
+
+ if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
+ return; //these are ultimately annoying, so removing for now
+
+ char debSource[256], debType[256], debSev[256];
+ if (source == _EXT_DEBUG_SOURCE_API_ARB)
+ strcpy(debSource, "OpenGL");
+ else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
+ strcpy(debSource, "Windows");
+ else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB)
+ strcpy(debSource, "Shader Compiler");
+ else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB)
+ strcpy(debSource, "Third Party");
+ else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB)
+ strcpy(debSource, "Application");
+ else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB)
+ strcpy(debSource, "Other");
+
+ if (type == _EXT_DEBUG_TYPE_ERROR_ARB)
+ strcpy(debType, "Error");
+ else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
+ strcpy(debType, "Deprecated behavior");
+ else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
+ strcpy(debType, "Undefined behavior");
+ else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB)
+ strcpy(debType, "Portability");
+ else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
+ strcpy(debType, "Performance");
+ else if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
+ strcpy(debType, "Other");
+
+ if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB)
+ strcpy(debSev, "High");
+ else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB)
+ strcpy(debSev, "Medium");
+ else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB)
+ strcpy(debSev, "Low");
+
+ String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
+
+ ERR_PRINTS(output);
+}
+
+typedef void (*DEBUGPROCARB)(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const char *message,
+ const void *userParam);
+
+typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
+
+RasterizerStorage *RasterizerGLES2::get_storage() {
+
+ return storage;
+}
+
+RasterizerCanvas *RasterizerGLES2::get_canvas() {
+
+ return canvas;
+}
+
+RasterizerScene *RasterizerGLES2::get_scene() {
+
+ return scene;
+}
+
+void RasterizerGLES2::initialize() {
+
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ print_line("Using GLES2 video driver");
+ }
+
+#ifdef GLAD_ENABLED
+ if (!gladLoadGL()) {
+ ERR_PRINT("Error initializing GLAD");
+ }
+
+// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
+#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
+ if (GLVersion.major < 3) {
+#else // OpenGL ES 3.0
+ if (GLVersion.major < 2) {
+#endif
+ ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / OpenGL ES 2.0, sorry :(\n"
+ "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
+ OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / OpenGL ES 2.0, sorry :(\n"
+ "Godot Engine will self-destruct as soon as you acknowledge this error message.",
+ "Fatal error: Insufficient OpenGL / GLES driver support");
+ }
+
+#ifdef __APPLE__
+// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas..
+#else
+ if (true || OS::get_singleton()->is_stdout_verbose()) {
+ glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ glDebugMessageCallbackARB(_gl_debug_print, NULL);
+ glEnable(_EXT_DEBUG_OUTPUT);
+ }
+#endif
+
+#endif // GLAD_ENABLED
+
+ // For debugging
+#ifdef GLES_OVER_GL
+ 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);
+ glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
+ glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
+ glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
+#endif
+ /* glDebugMessageInsertARB(
+ GL_DEBUG_SOURCE_API_ARB,
+ GL_DEBUG_TYPE_OTHER_ARB, 1,
+ GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
+ */
+
+ const GLubyte *renderer = glGetString(GL_RENDERER);
+ print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer));
+ storage->initialize();
+ canvas->initialize();
+ scene->initialize();
+}
+
+void RasterizerGLES2::begin_frame() {
+ uint64_t tick = OS::get_singleton()->get_ticks_usec();
+
+ double delta = double(tick - prev_ticks) / 1000000.0;
+ delta *= Engine::get_singleton()->get_time_scale();
+
+ time_total += delta;
+
+ if (delta == 0) {
+ //to avoid hiccups
+ delta = 0.001;
+ }
+
+ prev_ticks = tick;
+
+ // double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
+ // if (time_total > time_roll_over)
+ // time_total = 0; //roll over every day (should be customz
+
+ storage->frame.time[0] = time_total;
+ storage->frame.time[1] = Math::fmod(time_total, 3600);
+ storage->frame.time[2] = Math::fmod(time_total, 900);
+ storage->frame.time[3] = Math::fmod(time_total, 60);
+ storage->frame.count++;
+ storage->frame.delta = delta;
+
+ storage->frame.prev_tick = tick;
+
+ storage->update_dirty_resources();
+
+ storage->info.render_final = storage->info.render;
+ storage->info.render.reset();
+
+ scene->iteration();
+}
+
+void RasterizerGLES2::set_current_render_target(RID p_render_target) {
+
+ if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
+ // pending clear request. Do that first.
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glClearColor(storage->frame.clear_request_color.r,
+ storage->frame.clear_request_color.g,
+ storage->frame.clear_request_color.b,
+ storage->frame.clear_request_color.a);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ if (p_render_target.is_valid()) {
+ RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ storage->frame.current_rt = rt;
+ ERR_FAIL_COND(!rt);
+ storage->frame.clear_request = false;
+
+ glViewport(0, 0, rt->width, rt->height);
+ } else {
+ storage->frame.current_rt = NULL;
+ storage->frame.clear_request = false;
+ glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+ }
+}
+
+void RasterizerGLES2::restore_render_target() {
+ ERR_FAIL_COND(storage->frame.current_rt == NULL);
+ RasterizerStorageGLES2::RenderTarget *rt = storage->frame.current_rt;
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ glViewport(0, 0, rt->width, rt->height);
+}
+
+void RasterizerGLES2::clear_render_target(const Color &p_color) {
+ ERR_FAIL_COND(!storage->frame.current_rt);
+
+ storage->frame.clear_request = true;
+ storage->frame.clear_request_color = p_color;
+}
+
+void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
+
+ if (p_image.is_null() || p_image->empty())
+ return;
+
+ int window_w = OS::get_singleton()->get_video_mode(0).width;
+ int window_h = OS::get_singleton()->get_video_mode(0).height;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glViewport(0, 0, window_w, window_h);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ canvas->canvas_begin();
+
+ RID texture = storage->texture_create();
+ storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER);
+ storage->texture_set_data(texture, p_image);
+
+ Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
+ Rect2 screenrect;
+
+ screenrect = imgrect;
+ screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
+
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, t->tex_id);
+ canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
+ glBindTexture(GL_TEXTURE_2D, 0);
+ canvas->canvas_end();
+
+ storage->free(texture);
+
+ OS::get_singleton()->swap_buffers();
+}
+
+void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) {
+
+ ERR_FAIL_COND(storage->frame.current_rt);
+
+ RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
+ canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
+
+ canvas->state.canvas_shader.bind();
+
+ canvas->canvas_begin();
+ canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, true);
+ glDisable(GL_BLEND);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ // TODO normals
+
+ canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
+
+ canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, false);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ canvas->canvas_end();
+}
+
+void RasterizerGLES2::end_frame(bool p_swap_buffers) {
+ if (p_swap_buffers)
+ OS::get_singleton()->swap_buffers();
+ else
+ glFinish();
+}
+
+void RasterizerGLES2::finalize() {
+}
+
+Rasterizer *RasterizerGLES2::_create_current() {
+
+ return memnew(RasterizerGLES2);
+}
+
+void RasterizerGLES2::make_current() {
+ _create_func = _create_current;
+}
+
+void RasterizerGLES2::register_config() {
+}
+
+RasterizerGLES2::RasterizerGLES2() {
+
+ storage = memnew(RasterizerStorageGLES2);
+ canvas = memnew(RasterizerCanvasGLES2);
+ scene = memnew(RasterizerSceneGLES2);
+ canvas->storage = storage;
+ canvas->scene_render = scene;
+ storage->canvas = canvas;
+ scene->storage = storage;
+ storage->scene = scene;
+
+ prev_ticks = 0;
+ time_total = 0;
+}
+
+RasterizerGLES2::~RasterizerGLES2() {
+
+ memdelete(storage);
+ memdelete(canvas);
+}