diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 151 |
1 files changed, 131 insertions, 20 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 2ffc0d7463..2d9eec10d2 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, @@ -480,7 +490,6 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { rpi->current_resolution = 0; rpi->dirty = true; - rpi->last_pass = 0; rpi->index = 0; for (int i = 0; i < 6; i++) { @@ -571,7 +580,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance //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. + // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later. while (size >= 1) { for (int i = 0; i < 6; i++) { @@ -1149,6 +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++; @@ -1208,7 +1241,8 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; - default: {} + default: { + } } } } @@ -1358,7 +1392,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { if (s->attribs[i].enabled) { glEnableVertexAttribArray(i); - glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); + glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset)); } else { glDisableVertexAttribArray(i); switch (i) { @@ -1369,7 +1403,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } break; - default: {} + default: { + } } } } @@ -1519,7 +1554,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { if (s->attribs[i].enabled) { glEnableVertexAttribArray(i); - glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); + glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset)); } else { glDisableVertexAttribArray(i); switch (i) { @@ -1530,7 +1565,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } break; - default: {} + default: { + } } } } @@ -1550,7 +1586,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste case VS::INSTANCE_IMMEDIATE: { } break; - default: {} + default: { + } } } @@ -1566,8 +1603,10 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (s->index_array_len > 0) { glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); + storage->info.render.vertices_count += s->index_array_len; } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); + storage->info.render.vertices_count += s->array_len; } /* if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { @@ -1637,8 +1676,10 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (s->index_array_len > 0) { glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); + storage->info.render.vertices_count += s->index_array_len; } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); + storage->info.render.vertices_count += s->array_len; } } @@ -1698,7 +1739,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (!c.normals.empty()) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr()); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector3) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_NORMAL); @@ -1707,7 +1748,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (!c.tangents.empty()) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr()); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Plane) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TANGENT); @@ -1716,7 +1757,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (!c.colors.empty()) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr()); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Color) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); @@ -1725,7 +1766,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (!c.uvs.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); @@ -1734,7 +1775,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (!c.uv2s.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uv2s.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); @@ -1742,7 +1783,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { glEnableVertexAttribArray(VS::ARRAY_VERTEX); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr()); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); } @@ -1754,7 +1795,8 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } } break; - default: {} + default: { + } } } @@ -2070,7 +2112,8 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado } } break; - default: {} + default: { + } } } @@ -2182,6 +2225,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, float lightmap_energy = 1.0; bool prev_use_lightmap_capture = false; + storage->info.render.draw_call_count += p_element_count; + for (int i = 0; i < p_element_count; i++) { RenderList::Element *e = p_elements[i]; @@ -2389,11 +2434,17 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) { _setup_geometry(e, skeleton); + storage->info.render.surface_switch_count++; } bool shader_rebind = false; if (rebind || material != prev_material) { + + storage->info.render.material_switch_count++; shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + if (shader_rebind) { + storage->info.render.shader_rebind_count++; + } } if (i == 0 || shader_rebind) { //first time must rebind @@ -2418,6 +2469,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (p_env) { state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy); + state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color); @@ -2425,6 +2477,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } else { state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0); + state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); @@ -2527,7 +2580,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false); state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false); state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false); } @@ -2598,7 +2650,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C // bind sky vertex array.... glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3)); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3))); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); @@ -2637,6 +2689,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const Transform cam_transform = p_cam_transform; + storage->info.render.object_count += p_cull_count; + GLuint current_fb = 0; Environment *env = NULL; @@ -2667,7 +2721,15 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } else { state.render_no_shadows = false; - current_fb = storage->frame.current_rt->fbo; + if (storage->frame.current_rt->external.fbo != 0) { + current_fb = storage->frame.current_rt->external.fbo; + } else { + 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); viewport_width = storage->frame.current_rt->width; @@ -2768,6 +2830,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); + state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -2807,6 +2870,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (probe_interior) { env_radiance_tex = 0; //do not use radiance texture on interiors state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior + state.default_bg = Color(0, 0, 0, 1); //black as default background for interior } // render opaque things first @@ -2815,19 +2879,66 @@ 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 glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - render_list.sort_by_depth(true); + render_list.sort_by_reverse_depth_and_priority(true); _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false); 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 |