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+/*************************************************************************/
+/* rasterizer_storage_gles2.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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. */
+/*************************************************************************/
+
+#ifndef RASTERIZERSTORAGEGLES2_H
+#define RASTERIZERSTORAGEGLES2_H
+
+#include "drivers/gles_common/rasterizer_platforms.h"
+#ifdef GLES2_BACKEND_ENABLED
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "drivers/gles_common/rasterizer_asserts.h"
+#include "drivers/gles_common/rasterizer_common_stubs.h"
+#include "drivers/gles_common/rasterizer_version.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/shader_language.h"
+#include "shader_compiler_gles2.h"
+#include "shader_gles2.h"
+
+#include "shaders/copy.glsl.gen.h"
+#include "shaders/cubemap_filter.glsl.gen.h"
+
+class RasterizerCanvasGLES2;
+class RasterizerSceneGLES2;
+
+class RasterizerStorageGLES2 : public StubsStorage {
+ friend class RasterizerGLES2;
+
+ Thread::ID _main_thread_id = 0;
+ bool _is_main_thread();
+
+public:
+ RasterizerCanvasGLES2 *canvas;
+ RasterizerSceneGLES2 *scene;
+
+ static GLuint system_fbo;
+
+ struct Config {
+ bool shrink_textures_x2;
+ bool use_fast_texture_filter;
+ bool use_skeleton_software;
+
+ int max_vertex_texture_image_units;
+ int max_texture_image_units;
+ int max_texture_size;
+
+ // TODO implement wireframe in GLES2
+ // bool generate_wireframes;
+
+ Set<String> extensions;
+
+ bool float_texture_supported;
+ bool s3tc_supported;
+ bool etc1_supported;
+ bool pvrtc_supported;
+ bool rgtc_supported;
+ bool bptc_supported;
+
+ bool keep_original_textures;
+
+ bool force_vertex_shading;
+
+ bool use_rgba_2d_shadows;
+ bool use_rgba_3d_shadows;
+
+ bool support_32_bits_indices;
+ bool support_write_depth;
+ bool support_half_float_vertices;
+ bool support_npot_repeat_mipmap;
+ bool support_depth_texture;
+ bool support_depth_cubemaps;
+
+ bool support_shadow_cubemaps;
+
+ bool multisample_supported;
+ bool render_to_mipmap_supported;
+
+ GLuint depth_internalformat;
+ GLuint depth_type;
+ GLuint depth_buffer_internalformat;
+
+ // 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;
+ } config;
+
+ struct Resources {
+ GLuint white_tex;
+ GLuint black_tex;
+ GLuint normal_tex;
+ GLuint aniso_tex;
+
+ GLuint mipmap_blur_fbo;
+ GLuint mipmap_blur_color;
+
+ GLuint radical_inverse_vdc_cache_tex;
+ bool use_rgba_2d_shadows;
+
+ GLuint quadie;
+
+ size_t skeleton_transform_buffer_size;
+ GLuint skeleton_transform_buffer;
+ LocalVector<float> skeleton_transform_cpu_buffer;
+
+ } resources;
+
+ mutable struct Shaders {
+ ShaderCompilerGLES2 compiler;
+
+ CopyShaderGLES2 copy;
+ CubemapFilterShaderGLES2 cubemap_filter;
+
+ ShaderCompilerGLES2::IdentifierActions actions_canvas;
+ ShaderCompilerGLES2::IdentifierActions actions_scene;
+ ShaderCompilerGLES2::IdentifierActions actions_particles;
+
+ } shaders;
+
+ struct Info {
+ uint64_t texture_mem;
+ uint64_t vertex_mem;
+
+ struct Render {
+ uint32_t object_count;
+ uint32_t draw_call_count;
+ uint32_t material_switch_count;
+ uint32_t surface_switch_count;
+ uint32_t shader_rebind_count;
+ uint32_t vertices_count;
+ uint32_t _2d_item_count;
+ uint32_t _2d_draw_call_count;
+
+ void reset() {
+ object_count = 0;
+ draw_call_count = 0;
+ material_switch_count = 0;
+ surface_switch_count = 0;
+ shader_rebind_count = 0;
+ vertices_count = 0;
+ _2d_item_count = 0;
+ _2d_draw_call_count = 0;
+ }
+ } render, render_final, snap;
+
+ Info() :
+ texture_mem(0),
+ vertex_mem(0) {
+ render.reset();
+ render_final.reset();
+ }
+
+ } info;
+
+ void bind_quad_array() const;
+
+ /////////////////////////////////////////////////////////////////////////////////////////
+ //////////////////////////////////DATA///////////////////////////////////////////////////
+ /////////////////////////////////////////////////////////////////////////////////////////
+
+ /*
+ struct Instantiable {
+ RID self;
+
+ SelfList<InstanceBaseDependency>::List instance_list;
+
+ _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
+ SelfList<InstanceBaseDependency> *instances = instance_list.first();
+ while (instances) {
+ instances->self()->base_changed(p_aabb, p_materials);
+ instances = instances->next();
+ }
+ }
+
+ _FORCE_INLINE_ void instance_remove_deps() {
+ SelfList<InstanceBaseDependency> *instances = instance_list.first();
+
+ while (instances) {
+ instances->self()->base_removed();
+ instances = instances->next();
+ }
+ }
+
+ Instantiable() {}
+
+ virtual ~Instantiable() {}
+ };
+
+ struct GeometryOwner : public Instantiable {
+ };
+
+ struct Geometry : public Instantiable {
+ enum Type {
+ GEOMETRY_INVALID,
+ GEOMETRY_SURFACE,
+ GEOMETRY_IMMEDIATE,
+ GEOMETRY_MULTISURFACE
+ };
+
+ Type type;
+ RID material;
+ uint64_t last_pass;
+ uint32_t index;
+
+ virtual void material_changed_notify() {}
+
+ Geometry() {
+ last_pass = 0;
+ index = 0;
+ }
+ };
+*/
+ /////////////////////////////////////////////////////////////////////////////////////////
+ //////////////////////////////////API////////////////////////////////////////////////////
+ /////////////////////////////////////////////////////////////////////////////////////////
+
+ // TEXTURE API
+
+ enum GLESTextureFlags {
+ TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
+ TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
+ TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
+ TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
+ TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
+ TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
+ TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
+ TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
+ };
+
+ struct RenderTarget;
+
+ struct Texture {
+ RID self;
+
+ Texture *proxy;
+ Set<Texture *> proxy_owners;
+
+ String path;
+ uint32_t flags;
+ int width, height, depth;
+ int alloc_width, alloc_height;
+ Image::Format format;
+ GD_RD::TextureType type;
+
+ GLenum target;
+ GLenum gl_format_cache;
+ GLenum gl_internal_format_cache;
+ GLenum gl_type_cache;
+
+ int data_size;
+ int total_data_size;
+ bool ignore_mipmaps;
+
+ bool compressed;
+
+ bool srgb;
+
+ int mipmaps;
+
+ bool resize_to_po2;
+
+ bool active;
+ GLenum tex_id;
+
+ uint16_t stored_cube_sides;
+
+ RenderTarget *render_target;
+
+ Vector<Ref<Image>> images;
+
+ bool redraw_if_visible;
+
+ GD_VS::TextureDetectCallback detect_3d;
+ void *detect_3d_ud;
+
+ GD_VS::TextureDetectCallback detect_srgb;
+ void *detect_srgb_ud;
+
+ GD_VS::TextureDetectCallback detect_normal;
+ void *detect_normal_ud;
+
+ // some silly opengl shenanigans where
+ // texture coords start from bottom left, means we need to draw render target textures upside down
+ // to be compatible with vulkan etc.
+ bool is_upside_down() const {
+ if (proxy)
+ return proxy->is_upside_down();
+
+ return render_target != nullptr;
+ }
+
+ Texture() {
+ create();
+ }
+
+ _ALWAYS_INLINE_ Texture *get_ptr() {
+ if (proxy) {
+ return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
+ } else {
+ return this;
+ }
+ }
+
+ ~Texture() {
+ destroy();
+
+ if (tex_id != 0) {
+ glDeleteTextures(1, &tex_id);
+ }
+ }
+
+ void copy_from(const Texture &o) {
+ proxy = o.proxy;
+ flags = o.flags;
+ width = o.width;
+ height = o.height;
+ alloc_width = o.alloc_width;
+ alloc_height = o.alloc_height;
+ format = o.format;
+ type = o.type;
+ target = o.target;
+ data_size = o.data_size;
+ total_data_size = o.total_data_size;
+ ignore_mipmaps = o.ignore_mipmaps;
+ compressed = o.compressed;
+ mipmaps = o.mipmaps;
+ resize_to_po2 = o.resize_to_po2;
+ active = o.active;
+ tex_id = o.tex_id;
+ stored_cube_sides = o.stored_cube_sides;
+ render_target = o.render_target;
+ redraw_if_visible = o.redraw_if_visible;
+ detect_3d = o.detect_3d;
+ detect_3d_ud = o.detect_3d_ud;
+ detect_srgb = o.detect_srgb;
+ detect_srgb_ud = o.detect_srgb_ud;
+ detect_normal = o.detect_normal;
+ detect_normal_ud = o.detect_normal_ud;
+
+ images.clear();
+ }
+
+ void create() {
+ proxy = nullptr;
+ flags = 0;
+ width = 0;
+ height = 0;
+ alloc_width = 0;
+ alloc_height = 0;
+ format = Image::FORMAT_L8;
+ type = GD_RD::TEXTURE_TYPE_2D;
+ target = 0;
+ data_size = 0;
+ total_data_size = 0;
+ ignore_mipmaps = false;
+ compressed = false;
+ mipmaps = 0;
+ resize_to_po2 = false;
+ active = false;
+ tex_id = 0;
+ stored_cube_sides = 0;
+ render_target = nullptr;
+ redraw_if_visible = false;
+ detect_3d = nullptr;
+ detect_3d_ud = nullptr;
+ detect_srgb = nullptr;
+ detect_srgb_ud = nullptr;
+ detect_normal = nullptr;
+ detect_normal_ud = nullptr;
+ }
+ void destroy() {
+ images.clear();
+
+ for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
+ E->get()->proxy = NULL;
+ }
+
+ if (proxy) {
+ proxy->proxy_owners.erase(this);
+ }
+ }
+
+ // texture state
+ void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
+ if (p_filter == state_filter)
+ return;
+ state_filter = p_filter;
+ GLint pmin = GL_LINEAR; // param min
+ GLint pmag = GL_LINEAR; // param mag
+ switch (state_filter) {
+ default: {
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ pmin = GL_LINEAR_MIPMAP_LINEAR;
+ pmag = GL_LINEAR;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
+ pmin = GL_NEAREST;
+ pmag = GL_NEAREST;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
+ pmin = GL_NEAREST_MIPMAP_NEAREST;
+ pmag = GL_NEAREST;
+ } break;
+ }
+ glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
+ glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
+ }
+ void GLSetRepeat(RS::CanvasItemTextureRepeat p_repeat) {
+ if (p_repeat == state_repeat)
+ return;
+ state_repeat = p_repeat;
+ GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
+ switch (state_repeat) {
+ default: {
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
+ prep = GL_REPEAT;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
+ prep = GL_MIRRORED_REPEAT;
+ } break;
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, prep);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, prep);
+ }
+
+ private:
+ RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+ };
+
+ mutable RID_PtrOwner<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;
+
+ void _texture_set_state_from_flags(Texture *p_tex);
+
+ // new
+ RID texture_allocate() override;
+ void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
+
+ // RID texture_2d_create(const Ref<Image> &p_image) override;
+ // RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
+ // RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override { return RID(); }
+ //RID texture_proxy_create(RID p_base) override;
+
+ //void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
+ void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
+ void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
+ void texture_proxy_update(RID p_proxy, RID p_base) override {}
+
+ //RID texture_2d_placeholder_create() override;
+ //RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type) override { return RID(); }
+ //RID texture_3d_placeholder_create() override { return RID(); }
+
+ Ref<Image> texture_2d_get(RID p_texture) const override;
+ Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
+ Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
+
+ void texture_replace(RID p_texture, RID p_by_texture) override;
+ //void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
+
+ void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+ void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+
+ // old
+ virtual uint32_t texture_get_width(RID p_texture) const;
+ virtual uint32_t texture_get_height(RID p_texture) const;
+
+private:
+ virtual RID texture_create();
+
+ //virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, GD_RD::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
+ void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, GD_RD::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
+
+ virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
+ virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
+ //virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
+ virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
+ virtual uint32_t texture_get_flags(RID p_texture) const;
+ virtual Image::Format texture_get_format(RID p_texture) const;
+ virtual GD_RD::TextureType texture_get_type(RID p_texture) const;
+ virtual uint32_t texture_get_texid(RID p_texture) const;
+ virtual uint32_t texture_get_depth(RID p_texture) const;
+ void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
+
+ virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
+
+ virtual void texture_set_path(RID p_texture, const String &p_path) override;
+ virtual String texture_get_path(RID p_texture) const override;
+
+ virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
+
+ virtual void texture_debug_usage(List<GD_VS::TextureInfo> *r_info) override;
+
+ virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
+
+ virtual void textures_keep_original(bool p_enable);
+
+ virtual void texture_set_proxy(RID p_texture, RID p_proxy);
+ virtual Size2 texture_size_with_proxy(RID p_texture) override;
+
+ virtual void texture_set_detect_3d_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) override;
+ virtual void texture_set_detect_srgb_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_normal_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) override;
+ void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
+
+ virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
+
+public:
+ // CANVAS TEXTURE API
+ /*
+ RID canvas_texture_create() override { return RID(); }
+ void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {}
+ void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {}
+
+ void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
+ void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {}
+ */
+ /* SKY API */
+ // not sure if used in godot 4?
+ struct Sky {
+ RID self;
+ RID panorama;
+ GLuint radiance;
+ int radiance_size;
+ };
+
+ mutable RID_PtrOwner<Sky> sky_owner;
+
+ virtual RID sky_create();
+ virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
+
+ // SHADER API
+
+ struct Material;
+
+ struct Shader {
+ RID self;
+
+ GD_VS::ShaderMode mode;
+ ShaderGLES2 *shader;
+ String code;
+ SelfList<Material>::List materials;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+
+ uint32_t texture_count;
+
+ uint32_t custom_code_id;
+ uint32_t version;
+
+ SelfList<Shader> dirty_list;
+
+ Map<StringName, RID> default_textures;
+
+ Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
+
+ bool valid;
+
+ String path;
+
+ uint32_t index;
+ uint64_t last_pass;
+
+ struct CanvasItem {
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ };
+
+ int blend_mode;
+
+ enum LightMode {
+ LIGHT_MODE_NORMAL,
+ LIGHT_MODE_UNSHADED,
+ LIGHT_MODE_LIGHT_ONLY
+ };
+
+ int light_mode;
+
+ // these flags are specifically for batching
+ // some of the logic is thus in rasterizer_storage.cpp
+ // we could alternatively set bitflags for each 'uses' and test on the fly
+ // defined in RasterizerStorageCommon::BatchFlags
+ unsigned int batch_flags;
+
+ bool uses_screen_texture;
+ bool uses_screen_uv;
+ bool uses_time;
+ bool uses_modulate;
+ bool uses_color;
+ bool uses_vertex;
+
+ // all these should disable item joining if used in a custom shader
+ bool uses_world_matrix;
+ bool uses_extra_matrix;
+ bool uses_projection_matrix;
+ bool uses_instance_custom;
+
+ } canvas_item;
+
+ struct Spatial {
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ };
+
+ int blend_mode;
+
+ enum DepthDrawMode {
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS,
+ DEPTH_DRAW_NEVER,
+ DEPTH_DRAW_ALPHA_PREPASS,
+ };
+
+ int depth_draw_mode;
+
+ enum CullMode {
+ CULL_MODE_FRONT,
+ CULL_MODE_BACK,
+ CULL_MODE_DISABLED,
+ };
+
+ int cull_mode;
+
+ bool uses_alpha;
+ bool uses_alpha_scissor;
+ bool unshaded;
+ bool no_depth_test;
+ bool uses_vertex;
+ bool uses_discard;
+ bool uses_sss;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_time;
+ bool uses_tangent;
+ bool uses_ensure_correct_normals;
+ bool writes_modelview_or_projection;
+ bool uses_vertex_lighting;
+ bool uses_world_coordinates;
+
+ } spatial;
+
+ struct Particles {
+ } particles;
+
+ bool uses_vertex_time;
+ bool uses_fragment_time;
+
+ Shader() :
+ dirty_list(this) {
+ shader = NULL;
+ valid = false;
+ custom_code_id = 0;
+ version = 1;
+ last_pass = 0;
+ }
+ };
+
+ mutable RID_PtrOwner<Shader> shader_owner;
+ mutable SelfList<Shader>::List _shader_dirty_list;
+
+ void _shader_make_dirty(Shader *p_shader);
+
+ RID shader_allocate() override;
+ void shader_initialize(RID p_rid) override;
+
+ //virtual RID shader_create() override;
+
+ virtual void shader_set_code(RID p_shader, const String &p_code) override;
+ virtual String shader_get_code(RID p_shader) const override;
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
+
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override;
+
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
+
+ virtual void shader_add_custom_define(RID p_shader, const String &p_define);
+ virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
+ virtual void shader_remove_custom_define(RID p_shader, const String &p_define);
+
+ void _update_shader(Shader *p_shader) const;
+ void update_dirty_shaders();
+
+ // new
+ Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+
+ // COMMON MATERIAL API
+
+ struct Material {
+ RID self;
+ Shader *shader;
+ Map<StringName, Variant> params;
+ SelfList<Material> list;
+ SelfList<Material> dirty_list;
+ Vector<Pair<StringName, RID>> textures;
+ float line_width;
+ int render_priority;
+
+ RID next_pass;
+
+ uint32_t index;
+ uint64_t last_pass;
+
+ // Map<Geometry *, int> geometry_owners;
+ // Map<InstanceBaseDependency *, int> instance_owners;
+
+ bool can_cast_shadow_cache;
+ bool is_animated_cache;
+
+ Material() :
+ list(this),
+ dirty_list(this) {
+ can_cast_shadow_cache = false;
+ is_animated_cache = false;
+ shader = NULL;
+ line_width = 1.0;
+ last_pass = 0;
+ render_priority = 0;
+ }
+ };
+
+ mutable SelfList<Material>::List _material_dirty_list;
+ void _material_make_dirty(Material *p_material) const;
+
+ // void _material_add_geometry(RID p_material, Geometry *p_geometry);
+ // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
+
+ void _update_material(Material *p_material);
+
+ mutable RID_PtrOwner<Material> material_owner;
+
+ // new
+ void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
+ void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
+
+ // old
+ RID material_allocate() override;
+ void material_initialize(RID p_rid) override;
+
+ //virtual RID material_create() override;
+
+ virtual void material_set_shader(RID p_material, RID p_shader) override;
+ virtual RID material_get_shader(RID p_material) const;
+
+ virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
+ virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
+ virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
+
+ virtual void material_set_line_width(RID p_material, float p_width);
+ virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+
+ virtual bool material_is_animated(RID p_material) override;
+ virtual bool material_casts_shadows(RID p_material) override;
+ virtual bool material_uses_tangents(RID p_material);
+ virtual bool material_uses_ensure_correct_normals(RID p_material);
+
+ virtual void material_add_instance_owner(RID p_material, DependencyTracker *p_instance);
+ virtual void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
+
+ virtual void material_set_render_priority(RID p_material, int priority) override;
+
+ void update_dirty_materials();
+
+ // RENDER TARGET
+
+ struct RenderTarget {
+ RID self;
+ GLuint fbo;
+ GLuint color;
+ GLuint depth;
+
+ GLuint multisample_fbo;
+ GLuint multisample_color;
+ GLuint multisample_depth;
+ bool multisample_active;
+
+ struct Effect {
+ GLuint fbo;
+ int width;
+ int height;
+
+ GLuint color;
+
+ Effect() :
+ fbo(0),
+ width(0),
+ height(0),
+ color(0) {
+ }
+ };
+
+ Effect copy_screen_effect;
+
+ struct MipMaps {
+ struct Size {
+ GLuint fbo;
+ GLuint color;
+ int width;
+ int height;
+ };
+
+ Vector<Size> sizes;
+ GLuint color;
+ int levels;
+
+ MipMaps() :
+ color(0),
+ levels(0) {
+ }
+ };
+
+ MipMaps mip_maps[2];
+
+ struct External {
+ GLuint fbo;
+ GLuint color;
+ GLuint depth;
+ RID texture;
+
+ External() :
+ fbo(0),
+ color(0),
+ depth(0) {
+ }
+ } external;
+
+ int x, y, width, height;
+
+ bool flags[RENDER_TARGET_FLAG_MAX];
+
+ // instead of allocating sized render targets immediately,
+ // defer this for faster startup
+ bool allocate_is_dirty = false;
+ bool used_in_frame;
+ GD_VS::ViewportMSAA msaa;
+
+ bool use_fxaa;
+ bool use_debanding;
+
+ RID texture;
+
+ bool used_dof_blur_near;
+ bool mip_maps_allocated;
+
+ Color clear_color;
+ bool clear_requested;
+
+ RenderTarget() :
+ fbo(0),
+ color(0),
+ depth(0),
+ multisample_fbo(0),
+ multisample_color(0),
+ multisample_depth(0),
+ multisample_active(false),
+ x(0),
+ y(0),
+ width(0),
+ height(0),
+ used_in_frame(false),
+ msaa(GD_VS::VIEWPORT_MSAA_DISABLED),
+ use_fxaa(false),
+ use_debanding(false),
+ used_dof_blur_near(false),
+ mip_maps_allocated(false),
+ clear_color(Color(1, 1, 1, 1)),
+ clear_requested(false) {
+ for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
+ flags[i] = false;
+ }
+ external.fbo = 0;
+ }
+ };
+
+ mutable RID_PtrOwner<RenderTarget> render_target_owner;
+
+ void _render_target_clear(RenderTarget *rt);
+ void _render_target_allocate(RenderTarget *rt);
+ void _set_current_render_target(RID p_render_target);
+
+ virtual RID render_target_create() override;
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
+ 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 bool render_target_was_used(RID p_render_target) override;
+ virtual void render_target_clear_used(RID p_render_target);
+ virtual void render_target_set_msaa(RID p_render_target, GD_VS::ViewportMSAA p_msaa);
+ virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
+ virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
+
+ // new
+ void render_target_set_as_unused(RID p_render_target) override { render_target_clear_used(p_render_target); }
+
+ void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
+ bool render_target_is_clear_requested(RID p_render_target) override;
+ Color render_target_get_clear_request_color(RID p_render_target) override;
+ void render_target_disable_clear_request(RID p_render_target) override;
+ void render_target_do_clear_request(RID p_render_target) override;
+
+ // access from canvas
+ // RenderTarget * render_target_get(RID p_render_target);
+
+ /* CANVAS SHADOW */
+
+ struct CanvasLightShadow {
+ RID self;
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint depth;
+ GLuint distance; //for older devices
+ };
+
+ RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
+
+ virtual RID canvas_light_shadow_buffer_create(int p_width);
+
+ /* LIGHT SHADOW MAPPING */
+ /*
+ struct CanvasOccluder {
+ RID self;
+
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ LocalVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+ virtual RID canvas_light_occluder_create();
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
+*/
+
+ virtual GD_VS::InstanceType get_base_type(RID p_rid) const override;
+
+ virtual bool free(RID p_rid) override;
+
+ struct Frame {
+ RenderTarget *current_rt;
+
+ // these 2 may have been superceded by the equivalents in the render target.
+ // these may be able to be removed.
+ bool clear_request;
+ Color clear_request_color;
+
+ float time[4];
+ float delta;
+ uint64_t count;
+
+ Frame() {
+ // current_rt = nullptr;
+ // clear_request = false;
+ }
+ } frame;
+
+ void initialize();
+ void finalize();
+
+ void _copy_screen();
+
+ virtual bool has_os_feature(const String &p_feature) const override;
+
+ virtual void update_dirty_resources() override;
+
+ virtual void set_debug_generate_wireframes(bool p_generate) override;
+
+ // virtual void render_info_begin_capture() override;
+ // virtual void render_info_end_capture() override;
+ // virtual int get_captured_render_info(GD_VS::RenderInfo p_info) override;
+
+ // virtual int get_render_info(GD_VS::RenderInfo p_info) override;
+ virtual String get_video_adapter_name() const override;
+ virtual String get_video_adapter_vendor() const override;
+
+ void capture_timestamps_begin() override {}
+ void capture_timestamp(const String &p_name) override {}
+ uint32_t get_captured_timestamps_count() const override { return 0; }
+ uint64_t get_captured_timestamps_frame() const override { return 0; }
+ uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override { return 0; }
+ uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override { return 0; }
+ String get_captured_timestamp_name(uint32_t p_index) const override { return String(); }
+
+ // 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 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;
+
+ void bind_framebuffer(GLuint framebuffer) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+ }
+
+ void bind_framebuffer_system() {
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+ }
+
+ RasterizerStorageGLES2();
+};
+
+inline bool RasterizerStorageGLES2::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 RasterizerStorageGLES2::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, NULL, 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
+ }
+ RAST_DEV_DEBUG_ASSERT((p_offset + p_data_size) <= p_buffer_size);
+ glBufferSubData(p_target, p_offset, p_data_size, p_data);
+}
+
+#endif // GLES2_BACKEND_ENABLED
+#endif // RASTERIZERSTORAGEGLES2_H