diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 380 |
1 files changed, 176 insertions, 204 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 451960d772..1197f4aac1 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -38,6 +38,9 @@ #include "core/config/project_settings.h" #include "servers/rendering/rendering_server_default.h" +#include "storage/config.h" +#include "storage/material_storage.h" +#include "storage/texture_storage.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf @@ -54,57 +57,57 @@ //}; void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { - p_mat4[0] = p_transform.elements[0][0]; - p_mat4[1] = p_transform.elements[0][1]; + p_mat4[0] = p_transform.columns[0][0]; + p_mat4[1] = p_transform.columns[0][1]; p_mat4[2] = 0; p_mat4[3] = 0; - p_mat4[4] = p_transform.elements[1][0]; - p_mat4[5] = p_transform.elements[1][1]; + p_mat4[4] = p_transform.columns[1][0]; + p_mat4[5] = p_transform.columns[1][1]; p_mat4[6] = 0; p_mat4[7] = 0; p_mat4[8] = 0; p_mat4[9] = 0; p_mat4[10] = 1; p_mat4[11] = 0; - p_mat4[12] = p_transform.elements[2][0]; - p_mat4[13] = p_transform.elements[2][1]; + p_mat4[12] = p_transform.columns[2][0]; + p_mat4[13] = p_transform.columns[2][1]; p_mat4[14] = 0; p_mat4[15] = 1; } void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { - p_mat2x4[0] = p_transform.elements[0][0]; - p_mat2x4[1] = p_transform.elements[1][0]; + p_mat2x4[0] = p_transform.columns[0][0]; + p_mat2x4[1] = p_transform.columns[1][0]; p_mat2x4[2] = 0; - p_mat2x4[3] = p_transform.elements[2][0]; + p_mat2x4[3] = p_transform.columns[2][0]; - p_mat2x4[4] = p_transform.elements[0][1]; - p_mat2x4[5] = p_transform.elements[1][1]; + p_mat2x4[4] = p_transform.columns[0][1]; + p_mat2x4[5] = p_transform.columns[1][1]; p_mat2x4[6] = 0; - p_mat2x4[7] = p_transform.elements[2][1]; + p_mat2x4[7] = p_transform.columns[2][1]; } void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { - p_mat2x3[0] = p_transform.elements[0][0]; - p_mat2x3[1] = p_transform.elements[0][1]; - p_mat2x3[2] = p_transform.elements[1][0]; - p_mat2x3[3] = p_transform.elements[1][1]; - p_mat2x3[4] = p_transform.elements[2][0]; - p_mat2x3[5] = p_transform.elements[2][1]; + p_mat2x3[0] = p_transform.columns[0][0]; + p_mat2x3[1] = p_transform.columns[0][1]; + p_mat2x3[2] = p_transform.columns[1][0]; + p_mat2x3[3] = p_transform.columns[1][1]; + p_mat2x3[4] = p_transform.columns[2][0]; + p_mat2x3[5] = p_transform.columns[2][1]; } void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) { - p_mat4[0] = p_transform.basis.elements[0][0]; - p_mat4[1] = p_transform.basis.elements[1][0]; - p_mat4[2] = p_transform.basis.elements[2][0]; + p_mat4[0] = p_transform.basis.rows[0][0]; + p_mat4[1] = p_transform.basis.rows[1][0]; + p_mat4[2] = p_transform.basis.rows[2][0]; p_mat4[3] = 0; - p_mat4[4] = p_transform.basis.elements[0][1]; - p_mat4[5] = p_transform.basis.elements[1][1]; - p_mat4[6] = p_transform.basis.elements[2][1]; + p_mat4[4] = p_transform.basis.rows[0][1]; + p_mat4[5] = p_transform.basis.rows[1][1]; + p_mat4[6] = p_transform.basis.rows[2][1]; p_mat4[7] = 0; - p_mat4[8] = p_transform.basis.elements[0][2]; - p_mat4[9] = p_transform.basis.elements[1][2]; - p_mat4[10] = p_transform.basis.elements[2][2]; + p_mat4[8] = p_transform.basis.rows[0][2]; + p_mat4[9] = p_transform.basis.rows[1][2]; + p_mat4[10] = p_transform.basis.rows[2][2]; p_mat4[11] = 0; p_mat4[12] = p_transform.origin.x; p_mat4[13] = p_transform.origin.y; @@ -113,9 +116,12 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans } void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) { - storage->frame.current_rt = nullptr; + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); - storage->_set_current_render_target(p_to_render_target); + texture_storage->frame.current_rt = nullptr; + + texture_storage->_set_current_render_target(p_to_render_target); Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse(); @@ -127,7 +133,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ //update canvas state uniform buffer StateBuffer state_buffer; - Size2i ssize = storage->render_target_get_size(p_to_render_target); + Size2i ssize = texture_storage->render_target_get_size(p_to_render_target); Transform3D screen_transform; screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); @@ -136,9 +142,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); Transform2D normal_transform = p_canvas_transform; - normal_transform.elements[0].normalize(); - normal_transform.elements[1].normalize(); - normal_transform.elements[2] = Vector2(); + normal_transform.columns[0].normalize(); + normal_transform.columns[1].normalize(); + normal_transform.columns[2] = Vector2(); _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform); state_buffer.canvas_modulate[0] = p_modulate.r; @@ -146,11 +152,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.canvas_modulate[2] = p_modulate.b; state_buffer.canvas_modulate[3] = p_modulate.a; - Size2 render_target_size = storage->render_target_get_size(p_to_render_target); + Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target); state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; - state_buffer.time = storage->frame.time; + state_buffer.time = state.time; state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel; state_buffer.directional_light_count = 0; //directional_light_count; @@ -163,7 +169,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0]; state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1]; - Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target); + Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target); Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale); state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width; @@ -173,8 +179,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale)); state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_BUFFER_OBJECT, state.canvas_state_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); + + GLuint global_buffer = material_storage->global_variables_get_uniform_buffer(); + + glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_BUFFER_OBJECT, global_buffer); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -192,8 +202,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ r_sdf_used = false; int item_count = 0; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); Item *ci = p_item_list; while (ci) { // just add all items for now @@ -210,6 +218,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) { + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); Item *current_clip = nullptr; Transform2D canvas_transform_inverse = p_canvas_transform_inverse; @@ -222,88 +231,31 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou RID prev_material; uint32_t index = 0; + state.current_shader_version = state.canvas_shader_default_version; + for (int i = 0; i < p_item_count; i++) { Item *ci = items[i]; RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; - RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material); if (material.is_null() && ci->canvas_group != nullptr) { material = default_canvas_group_material; } if (material != prev_material) { - RasterizerStorageGLES3::Shader *shader_ptr = nullptr; - - if (material_ptr) { - shader_ptr = material_ptr->shader; - - if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) { - shader_ptr = nullptr; // not a canvas item shader, don't use. - } + GLES3::CanvasMaterialData *material_data = nullptr; + if (material.is_valid()) { + material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM)); } - - if (shader_ptr) { - if (true) { //check that shader has changed - if (shader_ptr->canvas_item.uses_time) { - RenderingServerDefault::redraw_request(); - } - //state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD); - state.current_shader_version = shader_ptr->version; - } - - int tc = material_ptr->textures.size(); - Pair<StringName, RID> *textures = material_ptr->textures.ptrw(); - - ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw(); - - for (int ti = 0; ti < tc; i++) { - glActiveTexture(GL_TEXTURE0 + ti); - - RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second); - - if (!t) { - switch (texture_uniforms[i].hint) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { - glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); - } break; - default: { - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - } break; - } - - continue; - } - - //Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat - - if (t->redraw_if_visible) { - RenderingServerDefault::redraw_request(); - } - - t = t->get_ptr(); - -#ifdef TOOLS_ENABLED - if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) { - t->detect_normal(t->detect_normal_ud); - } -#endif - if (t->render_target) { - t->render_target->used_in_frame = true; - } - - glBindTexture(t->target, t->tex_id); + if (material_data) { + if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { + // Bind uniform buffer and textures + material_data->bind_uniforms(); + state.current_shader_version = material_data->shader_data->version; + } else { + state.current_shader_version = state.canvas_shader_default_version; } - } else { - //state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD); state.current_shader_version = state.canvas_shader_default_version; } prev_material = material; @@ -358,7 +310,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item state.instance_data_array[r_index].dst_rect[i] = 0.0; state.instance_data_array[r_index].lights[i] = uint32_t(0); } - state.instance_data_array[r_index].flags = base_flags; state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0; state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0; @@ -383,7 +334,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item state.current_command = Item::Command::TYPE_RECT; } _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size); - state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD); + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD); Rect2 src_rect; Rect2 dst_rect; @@ -546,7 +497,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item state.current_command = Item::Command::TYPE_POLYGON; } _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size); - state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES); + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES); state.current_primitive = polygon->primitive; state.instance_data_array[r_index].modulation[0] = base_color.r; @@ -560,16 +511,18 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item state.instance_data_array[r_index].ninepatch_margins[j] = 0; } - // If the previous operation is not done yet, allocated a new buffer - GLint syncStatus; - glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); - if (syncStatus == GL_UNSIGNALED) { - _allocate_instance_data_buffer(); - } else { - glDeleteSync(state.fences[state.current_buffer]); + // If the previous operation is not done yet, allocate a new buffer + if (state.fences[state.current_buffer] != GLsync()) { + GLint syncStatus; + glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); + if (syncStatus == GL_UNSIGNALED) { + _allocate_instance_data_buffer(); + } else { + glDeleteSync(state.fences[state.current_buffer]); + } } - glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); + glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]); #ifdef JAVASCRIPT_ENABLED //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW); @@ -603,9 +556,9 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item state.current_command = Item::Command::TYPE_PRIMITIVE; } _bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size); - state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE); + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE); - for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) { + for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) { state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x; state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y; state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x; @@ -765,15 +718,17 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { if (state.end_batch && r_index > 0) { // If the previous operation is not done yet, allocate a new buffer - GLint syncStatus; - glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); - if (syncStatus == GL_UNSIGNALED) { - _allocate_instance_data_buffer(); - } else { - glDeleteSync(state.fences[state.current_buffer]); + if (state.fences[state.current_buffer] != GLsync()) { + GLint syncStatus; + glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); + if (syncStatus == GL_UNSIGNALED) { + _allocate_instance_data_buffer(); + } else { + glDeleteSync(state.fences[state.current_buffer]); + } } - glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); + glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]); #ifdef JAVASCRIPT_ENABLED //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW); @@ -817,24 +772,24 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { } // TODO maybe dont use -void RasterizerCanvasGLES3::_end_batch(uint32_t &r_index) { +void RasterizerCanvasGLES3::_end_batch(const uint32_t p_index) { for (int i = 0; i < 4; i++) { - state.instance_data_array[r_index].modulation[i] = 0.0; - state.instance_data_array[r_index].ninepatch_margins[i] = 0.0; - state.instance_data_array[r_index].src_rect[i] = 0.0; - state.instance_data_array[r_index].dst_rect[i] = 0.0; + state.instance_data_array[p_index].modulation[i] = 0.0; + state.instance_data_array[p_index].ninepatch_margins[i] = 0.0; + state.instance_data_array[p_index].src_rect[i] = 0.0; + state.instance_data_array[p_index].dst_rect[i] = 0.0; } - state.instance_data_array[r_index].flags = uint32_t(0); - state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0; - state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0; + state.instance_data_array[p_index].flags = uint32_t(0); + state.instance_data_array[p_index].color_texture_pixel_size[0] = 0.0; + state.instance_data_array[p_index].color_texture_pixel_size[1] = 0.0; - state.instance_data_array[r_index].pad[0] = 0.0; - state.instance_data_array[r_index].pad[1] = 0.0; + state.instance_data_array[p_index].pad[0] = 0.0; + state.instance_data_array[p_index].pad[1] = 0.0; - state.instance_data_array[r_index].lights[0] = uint32_t(0); - state.instance_data_array[r_index].lights[1] = uint32_t(0); - state.instance_data_array[r_index].lights[2] = uint32_t(0); - state.instance_data_array[r_index].lights[3] = uint32_t(0); + state.instance_data_array[p_index].lights[0] = uint32_t(0); + state.instance_data_array[p_index].lights[1] = uint32_t(0); + state.instance_data_array[p_index].lights[2] = uint32_t(0); + state.instance_data_array[p_index].lights[3] = uint32_t(0); } RID RasterizerCanvasGLES3::light_create() { @@ -877,25 +832,28 @@ void RasterizerCanvasGLES3::update() { } void RasterizerCanvasGLES3::canvas_begin() { + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + state.using_transparent_rt = false; - if (storage->frame.current_rt) { - storage->bind_framebuffer(storage->frame.current_rt->fbo); - state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]; + if (texture_storage->frame.current_rt) { + glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->frame.current_rt->fbo); + state.using_transparent_rt = texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]; } - if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) { - const Color &col = storage->frame.current_rt->clear_color; + if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->clear_requested) { + const Color &col = texture_storage->frame.current_rt->clear_color; glClearColor(col.r, col.g, col.b, col.a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - storage->frame.current_rt->clear_requested = false; + texture_storage->frame.current_rt->clear_requested = false; } reset_canvas(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); + glBindTexture(GL_TEXTURE_2D, tex->tex_id); } void RasterizerCanvasGLES3::canvas_end() { @@ -904,6 +862,8 @@ void RasterizerCanvasGLES3::canvas_end() { } void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) { + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + if (p_texture == RID()) { p_texture = default_canvas_texture; } @@ -915,20 +875,20 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe state.end_batch = true; _render_batch(r_index); - RasterizerStorageGLES3::CanvasTexture *ct = nullptr; + GLES3::CanvasTexture *ct = nullptr; - RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture); + GLES3::Texture *t = texture_storage->get_texture(p_texture); if (t) { //regular texture if (!t->canvas_texture) { - t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture); + t->canvas_texture = memnew(GLES3::CanvasTexture); t->canvas_texture->diffuse = p_texture; } ct = t->canvas_texture; } else { - ct = storage->canvas_texture_owner.get_or_null(p_texture); + ct = GLES3::TextureStorage::get_singleton()->get_canvas_texture(p_texture); } if (!ct) { @@ -943,7 +903,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat; ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); - RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse); + GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse); if (!texture) { state.current_tex = RID(); @@ -951,11 +911,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe ct->size_cache = Size2i(1, 1); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); + glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { - texture = texture->get_ptr(); - glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture->tex_id); @@ -963,46 +921,43 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe state.current_tex_ptr = texture; ct->size_cache = Size2i(texture->width, texture->height); - texture->GLSetFilter(GL_TEXTURE_2D, filter); - texture->GLSetRepeat(GL_TEXTURE_2D, repeat); + texture->gl_set_filter(filter); + texture->gl_set_repeat(repeat); } - RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map); + GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map); if (!normal_map) { state.current_normal = RID(); ct->use_normal_cache = false; - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6); + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL)); + glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { - normal_map = normal_map->get_ptr(); - - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); state.current_normal = ct->normal_map; ct->use_normal_cache = true; - texture->GLSetFilter(GL_TEXTURE_2D, filter); - texture->GLSetRepeat(GL_TEXTURE_2D, repeat); + texture->gl_set_filter(filter); + texture->gl_set_repeat(repeat); } - RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular); + GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular); if (!specular_map) { state.current_specular = RID(); ct->use_specular_cache = false; - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - + glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7); + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); + glBindTexture(GL_TEXTURE_2D, tex->tex_id); } else { - specular_map = specular_map->get_ptr(); - - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7); glBindTexture(GL_TEXTURE_2D, specular_map->tex_id); state.current_specular = ct->specular; ct->use_specular_cache = true; - texture->GLSetFilter(GL_TEXTURE_2D, filter); - texture->GLSetRepeat(GL_TEXTURE_2D, repeat); + texture->gl_set_filter(filter); + texture->gl_set_repeat(repeat); } if (ct->use_specular_cache) { @@ -1035,6 +990,8 @@ void RasterizerCanvasGLES3::_set_uniforms() { } void RasterizerCanvasGLES3::reset_canvas() { + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); @@ -1043,7 +1000,7 @@ void RasterizerCanvasGLES3::reset_canvas() { // Default to Mix. glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) { + if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); @@ -1090,8 +1047,8 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec { glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer); glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary - const uint8_t *r = polygon_buffer.ptr(); - float *fptr = (float *)r; + uint8_t *r = polygon_buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(r); uint32_t *uptr = (uint32_t *)r; uint32_t base_offset = 0; { @@ -1248,7 +1205,22 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() { glBindBuffer(GL_UNIFORM_BUFFER, 0); } -void RasterizerCanvasGLES3::initialize() { +void RasterizerCanvasGLES3::set_time(double p_time) { + state.time = p_time; +} + +RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr; + +RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() { + return singleton; +} + +RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) { + singleton = this; + storage = p_storage; + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + // quad buffer { glGenBuffers(1, &data.canvas_quad_vertices); @@ -1371,9 +1343,7 @@ void RasterizerCanvasGLES3::initialize() { } //state.canvas_shadow_shader.init(); - - int uniform_max_size; - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size); + int uniform_max_size = storage->config->max_uniform_buffer_size; if (uniform_max_size < 65536) { state.max_lights_per_render = 64; state.max_instances_per_batch = 128; @@ -1387,6 +1357,7 @@ void RasterizerCanvasGLES3::initialize() { state.fences.resize(64); glGenBuffers(64, state.canvas_instance_data_buffers.ptr()); for (int i = 0; i < 64; i++) { + state.fences[i] = GLsync(); glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]); glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW); } @@ -1404,11 +1375,11 @@ void RasterizerCanvasGLES3::initialize() { global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n"; global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n"; - state.canvas_shader.initialize(global_defines); - state.canvas_shader_default_version = state.canvas_shader.version_create(); - state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD); + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines); + state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD); - //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); + //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows); //state.canvas_shader.bind(); @@ -1417,10 +1388,10 @@ void RasterizerCanvasGLES3::initialize() { //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); { - default_canvas_group_shader = storage->shader_allocate(); - storage->shader_initialize(default_canvas_group_shader); + default_canvas_group_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(default_canvas_group_shader); - storage->shader_set_code(default_canvas_group_shader, R"( + material_storage->shader_set_code(default_canvas_group_shader, R"( // Default CanvasGroup shader. shader_type canvas_item; @@ -1435,31 +1406,32 @@ void fragment() { COLOR *= c; } )"); - default_canvas_group_material = storage->material_allocate(); - storage->material_initialize(default_canvas_group_material); + default_canvas_group_material = material_storage->material_allocate(); + material_storage->material_initialize(default_canvas_group_material); - storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); + material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); } - default_canvas_texture = storage->canvas_texture_allocate(); - storage->canvas_texture_initialize(default_canvas_texture); + default_canvas_texture = texture_storage->canvas_texture_allocate(); + texture_storage->canvas_texture_initialize(default_canvas_texture); state.using_light = nullptr; state.using_transparent_rt = false; state.using_skeleton = false; state.current_shader_version = state.canvas_shader_default_version; + state.time = 0.0; } -RasterizerCanvasGLES3::RasterizerCanvasGLES3() { -} RasterizerCanvasGLES3::~RasterizerCanvasGLES3() { - state.canvas_shader.version_free(state.canvas_shader_default_version); - storage->free(default_canvas_group_material); - storage->free(default_canvas_group_shader); - storage->free(default_canvas_texture); -} + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + + GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version); + material_storage->material_free(default_canvas_group_material); + material_storage->shader_free(default_canvas_group_shader); + texture_storage->canvas_texture_free(default_canvas_texture); + singleton = nullptr; -void RasterizerCanvasGLES3::finalize() { glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteVertexArrays(1, &data.canvas_quad_array); |