diff options
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 550 |
1 files changed, 446 insertions, 104 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 2b038fcc0e..f8a3283869 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -101,6 +101,10 @@ #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#ifndef GLES_OVER_GL +#define glClearDepth glClearDepthf +#endif + #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> @@ -112,15 +116,6 @@ void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid }, target, offset, data, size); /* clang-format on */ } - -void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) { - - /* clang-format off */ - EM_ASM({ - GLctx.bufferSubData($0, $1, HEAPU8, $2, $3); - }, target, offset, data, size); - /* clang-format on */ -} #endif void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) { @@ -632,6 +627,26 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_ p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video } +#ifndef GLES_OVER_GL + switch (p_format) { + case Image::FORMAT_RF: + case Image::FORMAT_RGF: + case Image::FORMAT_RGBF: + case Image::FORMAT_RGBAF: + case Image::FORMAT_RH: + case Image::FORMAT_RGH: + case Image::FORMAT_RGBH: + case Image::FORMAT_RGBAH: { + if (!config.texture_float_linear_supported) { + // disable linear texture filtering when not supported for float format on some devices (issue #24295) + p_flags &= ~VS::TEXTURE_FLAG_FILTER; + } + } break; + default: { + } + } +#endif + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); texture->width = p_width; @@ -688,14 +703,18 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_ int mipmaps = 0; - while (width != 1 && height != 1) { - glTexImage3D(texture->target, 0, internal_format, width, height, depth, 0, format, type, NULL); + while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) { + width = MAX(1, width); + height = MAX(1, height); + depth = MAX(1, depth); - width = MAX(1, width / 2); - height = MAX(1, height / 2); + glTexImage3D(texture->target, mipmaps, internal_format, width, height, depth, 0, format, type, NULL); + + width /= 2; + height /= 2; if (p_type == VS::TEXTURE_TYPE_3D) { - depth = MAX(1, depth / 2); + depth /= 2; } mipmaps++; @@ -734,7 +753,11 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->images.write[p_layer] = p_image; } - +#ifndef GLES_OVER_GL + if (p_image->is_compressed() && p_image->has_mipmaps() && !p_image->is_size_po2()) { + ERR_PRINTS("Texuture '" + texture->path + "' is compressed, has mipmaps but is not of powerf-of-2 size. This does not work on OpenGL ES 3.0."); + } +#endif Image::Format real_format; Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb); @@ -912,6 +935,9 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p h = MAX(1, h >> 1); } + // Handle array and 3D textures, as those set their data per layer. + tsize *= MAX(texture->alloc_depth, 1); + info.texture_mem -= texture->total_data_size; texture->total_data_size = tsize; info.texture_mem += texture->total_data_size; @@ -1037,6 +1063,128 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) return texture->images[p_layer]; } + // 3D textures and 2D texture arrays need special treatment, as the glGetTexImage reads **the whole** + // texture to host-memory. 3D textures and 2D texture arrays are potentially very big, so reading + // everything just to throw everything but one layer away is A Bad Idea. + // + // Unfortunately, to solve this, the copy shader has to read the data out via a shader and store it + // in a temporary framebuffer. The data from the framebuffer can then be read using glReadPixels. + if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY || texture->type == VS::TEXTURE_TYPE_3D) { + // can't read a layer that doesn't exist + ERR_FAIL_INDEX_V(p_layer, texture->alloc_depth, Ref<Image>()); + + // get some information about the texture + Image::Format real_format; + GLenum gl_format; + GLenum gl_internal_format; + GLenum gl_type; + + bool compressed; + bool srgb; + + _get_gl_image_and_format( + Ref<Image>(), + texture->format, + texture->flags, + real_format, + gl_format, + gl_internal_format, + gl_type, + compressed, + srgb); + + PoolVector<uint8_t> data; + + // TODO need to decide between RgbaUnorm and RgbaFloat32 for output + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); + + data.resize(data_size * 2); // add some more memory at the end, just in case for buggy drivers + PoolVector<uint8_t>::Write wb = data.write(); + + // generate temporary resources + GLuint tmp_fbo; + glGenFramebuffers(1, &tmp_fbo); + + GLuint tmp_color_attachment; + glGenTextures(1, &tmp_color_attachment); + + // now bring the OpenGL context into the correct state + { + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fbo); + + // back color attachment with memory, then set properties + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, tmp_color_attachment); + // TODO support HDR properly + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // use the color texture as color attachment for this render pass + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_color_attachment, 0); + + // more GL state, wheeeey + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1, 1, 1, 1); + + // use volume tex for reading + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + glViewport(0, 0, texture->alloc_width, texture->alloc_height); + + // set up copy shader for proper use + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, texture->type == VS::TEXTURE_TYPE_3D); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, texture->type == VS::TEXTURE_TYPE_2D_ARRAY); + shaders.copy.bind(); + + // calculate the normalized z coordinate for the layer + float layer = (float)p_layer / (float)texture->alloc_depth; + + shaders.copy.set_uniform(CopyShaderGLES3::LAYER, layer); + + glBindVertexArray(resources.quadie_array); + } + + // clear color attachment, then perform copy + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + // read the image into the host buffer + glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); + + // remove temp resources and unset some GL state + { + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, false); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, false); + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glDeleteTextures(1, &tmp_color_attachment); + glDeleteFramebuffers(1, &tmp_fbo); + } + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); + if (!texture->compressed) { + img->convert(real_format); + } + + return Ref<Image>(img); + } + #ifdef GLES_OVER_GL Image::Format real_format; @@ -1062,10 +1210,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) for (int i = 0; i < texture->mipmaps; i++) { - int ofs = 0; - if (i > 0) { - ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, i - 1); - } + int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i); if (texture->compressed) { @@ -1153,9 +1298,8 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) glViewport(0, 0, texture->alloc_width, texture->alloc_height); - shaders.copy.bind(); - shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + shaders.copy.bind(); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); @@ -1293,6 +1437,15 @@ uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const { return texture->tex_id; } +void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) { + + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND(!texture); + + glActiveTexture(GL_TEXTURE0 + p_texture_no); + glBindTexture(texture->target, texture->tex_id); +} uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const { Texture *texture = texture_owner.get(p_texture); @@ -1361,7 +1514,7 @@ void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info) tinfo.format = t->format; tinfo.width = t->alloc_width; tinfo.height = t->alloc_height; - tinfo.depth = 0; + tinfo.depth = t->alloc_depth; tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } @@ -1408,7 +1561,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_ ERR_FAIL_COND_V(!texture, RID()); ERR_FAIL_COND_V(texture->type != VS::TEXTURE_TYPE_CUBEMAP, RID()); - bool use_float = config.hdr_supported; + bool use_float = config.framebuffer_half_float_supported; if (p_resolution < 0) { p_resolution = texture->width; @@ -1547,6 +1700,17 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_ return texture_owner.make_rid(ctex); } +Size2 RasterizerStorageGLES3::texture_size_with_proxy(RID p_texture) const { + + const Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND_V(!texture, Size2()); + if (texture->proxy) { + return Size2(texture->proxy->width, texture->proxy->height); + } else { + return Size2(texture->width, texture->height); + } +} + void RasterizerStorageGLES3::texture_set_proxy(RID p_texture, RID p_proxy) { Texture *texture = texture_owner.get(p_texture); @@ -1645,7 +1809,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra int array_level = 6; - bool use_float = config.hdr_supported; + bool use_float = config.framebuffer_half_float_supported; GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; GLenum format = GL_RGBA; @@ -1757,7 +1921,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra int mm_level = mipmaps; - bool use_float = config.hdr_supported; + bool use_float = config.framebuffer_half_float_supported; GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; GLenum format = GL_RGBA; @@ -1995,7 +2159,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { actions = &shaders.actions_particles; actions->uniforms = &p_shader->uniforms; } break; - case VS::SHADER_MAX: break; // Can't happen, but silences warning + case VS::SHADER_MAX: + break; // Can't happen, but silences warning } Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code); @@ -2593,7 +2758,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy gui[14] = v.origin.z; gui[15] = 1; } break; - default: {} + default: { + } } } @@ -2761,7 +2927,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, gui[i] = value[i].real; } } break; - default: {} + default: { + } } } @@ -2804,7 +2971,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, zeromem(data, 64); } break; - default: {} + default: { + } } } @@ -3308,9 +3476,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: continue; if (attribs[i].integer) { - glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } else { - glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } glEnableVertexAttribArray(attribs[i].index); } @@ -3342,7 +3510,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: if (p_vertex_count < (1 << 16)) { //read 16 bit indices const uint16_t *src_idx = (const uint16_t *)ir.ptr(); - for (int i = 0; i < index_count; i += 6) { + for (int i = 0; i + 5 < index_count; i += 6) { wr[i + 0] = src_idx[i / 2]; wr[i + 1] = src_idx[i / 2 + 1]; @@ -3356,7 +3524,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: //read 16 bit indices const uint32_t *src_idx = (const uint32_t *)ir.ptr(); - for (int i = 0; i < index_count; i += 6) { + for (int i = 0; i + 5 < index_count; i += 6) { wr[i + 0] = src_idx[i / 2]; wr[i + 1] = src_idx[i / 2 + 1]; @@ -3372,7 +3540,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: index_count = p_vertex_count * 2; wf_indices.resize(index_count); PoolVector<uint32_t>::Write wr = wf_indices.write(); - for (int i = 0; i < index_count; i += 6) { + for (int i = 0; i + 5 < index_count; i += 6) { wr[i + 0] = i / 2; wr[i + 1] = i / 2 + 1; @@ -3413,9 +3581,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: continue; if (attribs[i].integer) { - glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } else { - glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } glEnableVertexAttribArray(attribs[i].index); } @@ -3458,9 +3626,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: continue; if (attribs[j].integer) { - glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset); + glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset)); } else { - glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset); + glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset)); } glEnableVertexAttribArray(attribs[j].index); } @@ -3473,7 +3641,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } mesh->surfaces.push_back(surface); - mesh->instance_change_notify(true, false); + mesh->instance_change_notify(true, true); info.vertex_mem += surface->total_data_size; } @@ -3487,6 +3655,7 @@ void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount ERR_FAIL_COND(p_amount < 0); mesh->blend_shape_count = p_amount; + mesh->instance_change_notify(true, false); } int RasterizerStorageGLES3::mesh_get_blend_shape_count(RID p_mesh) const { @@ -3612,28 +3781,30 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>()); - PoolVector<uint8_t> ret; ret.resize(surface->index_array_byte_size); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); + + if (surface->index_array_byte_size > 0) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) - { - PoolVector<uint8_t>::Write w = ret.write(); - glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr()); - } + { + PoolVector<uint8_t>::Write w = ret.write(); + glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr()); + } #else - void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT); - ERR_FAIL_NULL_V(data, PoolVector<uint8_t>()); - { - PoolVector<uint8_t>::Write w = ret.write(); - copymem(w.ptr(), data, surface->index_array_byte_size); - } - glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, PoolVector<uint8_t>()); + { + PoolVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(), data, surface->index_array_byte_size); + } + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); #endif - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + return ret; } @@ -3972,7 +4143,7 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p for (int ti = 0; ti < mtc; ti++) { float weight = p_weights[ti]; - if (weight < 0.001) //not bother with this one + if (weight < 0.00001) //not bother with this one continue; glBindVertexArray(s->blend_shapes[ti].array_id); @@ -3990,44 +4161,44 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p case VS::ARRAY_VERTEX: { if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) { - glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } else { - glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 3 * 4; } } break; case VS::ARRAY_NORMAL: { - glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 3 * 4; } break; case VS::ARRAY_TANGENT: { - glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_COLOR: { - glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_TEX_UV: { - glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } break; case VS::ARRAY_TEX_UV2: { - glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } break; case VS::ARRAY_BONES: { - glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs); + glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_WEIGHTS: { - glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; @@ -4060,44 +4231,44 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p case VS::ARRAY_VERTEX: { if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) { - glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } else { - glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 3 * 4; } } break; case VS::ARRAY_NORMAL: { - glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 3 * 4; } break; case VS::ARRAY_TANGENT: { - glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_COLOR: { - glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_TEX_UV: { - glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } break; case VS::ARRAY_TEX_UV2: { - glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 2 * 4; } break; case VS::ARRAY_BONES: { - glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs); + glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; case VS::ARRAY_WEIGHTS: { - glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs); + glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs)); ofs += 4 * 4; } break; @@ -4987,6 +5158,20 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons skeleton->base_transform_2d = p_base_transform; } +void RasterizerStorageGLES3::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(skeleton->use_2d); + + skeleton->world_transform = p_world_transform; + skeleton->use_world_transform = p_enable; + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } +} + void RasterizerStorageGLES3::update_dirty_skeletons() { glActiveTexture(GL_TEXTURE0); @@ -5042,6 +5227,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) { light->directional_blend_splits = false; light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; light->reverse_cull = false; + light->use_gi = true; light->version = 0; return light_owner.make_rid(light); @@ -5073,7 +5259,8 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param light->version++; light->instance_change_notify(true, false); } break; - default: {} + default: { + } } light->param[p_param] = p_value; @@ -5132,6 +5319,15 @@ void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool light->instance_change_notify(true, false); } +void RasterizerStorageGLES3::light_set_use_gi(RID p_light, bool p_enabled) { + Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->use_gi = p_enabled; + + light->version++; + light->instance_change_notify(true, false); +} void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) { Light *light = light_owner.getornull(p_light); @@ -5237,6 +5433,13 @@ Color RasterizerStorageGLES3::light_get_color(RID p_light) { return light->color; } +bool RasterizerStorageGLES3::light_get_use_gi(RID p_light) { + Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, false); + + return light->use_gi; +} + bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const { const Light *light = light_owner.getornull(p_light); @@ -5275,7 +5478,8 @@ AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const { return AABB(); } break; - default: {} + default: { + } } ERR_FAIL_V(AABB()); @@ -5291,6 +5495,8 @@ RID RasterizerStorageGLES3::reflection_probe_create() { reflection_probe->intensity = 1.0; reflection_probe->interior_ambient = Color(); reflection_probe->interior_ambient_energy = 1.0; + reflection_probe->interior_ambient_probe_contrib = 0.0; + reflection_probe->max_distance = 0; reflection_probe->extents = Vector3(1, 1, 1); reflection_probe->origin_offset = Vector3(0, 0, 0); @@ -5375,6 +5581,7 @@ void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool ERR_FAIL_COND(!reflection_probe); reflection_probe->interior = p_enable; + reflection_probe->instance_change_notify(true, false); } void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { @@ -5902,9 +6109,9 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]); glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW); - for (int i = 0; i < 6; i++) { - glEnableVertexAttribArray(i); - glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (i * 16)); + for (int j = 0; j < 6; j++) { + glEnableVertexAttribArray(j); + glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16)); } } @@ -5918,7 +6125,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) for (int j = 0; j < 6; j++) { glEnableVertexAttribArray(j); - glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16)); + glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16)); } particles->particle_valid_histories[i] = false; } @@ -5996,7 +6203,7 @@ void RasterizerStorageGLES3::_particles_update_histories(Particles *particles) { for (int j = 0; j < 6; j++) { glEnableVertexAttribArray(j); - glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16)); + glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16)); } particles->particle_valid_histories[i] = false; @@ -6618,6 +6825,24 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { glDeleteTextures(1, &rt->exposure.color); rt->exposure.fbo = 0; } + + if (rt->external.fbo != 0) { + // free this + glDeleteFramebuffers(1, &rt->external.fbo); + + // clean up our texture + Texture *t = texture_owner.get(rt->external.texture); + t->alloc_height = 0; + t->alloc_width = 0; + t->width = 0; + t->height = 0; + t->active = false; + texture_owner.free(rt->external.texture); + memdelete(t); + + rt->external.fbo = 0; + } + Texture *tex = texture_owner.get(rt->texture); tex->alloc_height = 0; tex->alloc_width = 0; @@ -6657,7 +6882,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { GLuint color_type; Image::Format image_format; - bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported; + bool hdr = rt->flags[RENDER_TARGET_HDR] && config.framebuffer_half_float_supported; //hdr = false; if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) { @@ -6693,8 +6918,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->depth); glBindTexture(GL_TEXTURE_2D, rt->depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0, - GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -6761,9 +6987,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->buffers.depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth); if (msaa == 0) - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height); else - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth); @@ -6911,7 +7137,14 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->exposure.color); glBindTexture(GL_TEXTURE_2D, rt->exposure.color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); + if (config.framebuffer_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); + } else if (config.framebuffer_half_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_HALF_FLOAT, NULL); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); + } + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -6996,7 +7229,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height); glClearBufferfv(GL_COLOR, 0, zero); if (used_depth) { - glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); } } @@ -7019,6 +7253,7 @@ RID RasterizerStorageGLES3::render_target_create() { Texture *t = memnew(Texture); + t->type = VS::TEXTURE_TYPE_2D; t->flags = 0; t->width = 0; t->height = 0; @@ -7044,6 +7279,10 @@ RID RasterizerStorageGLES3::render_target_create() { return render_target_owner.make_rid(rt); } +void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) { + //only used in GLES2 +} + void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) { RenderTarget *rt = render_target_owner.getornull(p_render_target); @@ -7063,7 +7302,99 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND_V(!rt, RID()); - return rt->texture; + if (rt->external.fbo == 0) { + return rt->texture; + } else { + return rt->external.texture; + } +} + +void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (p_texture_id == 0) { + if (rt->external.fbo != 0) { + // free this + glDeleteFramebuffers(1, &rt->external.fbo); + + // clean up our texture + Texture *t = texture_owner.get(rt->external.texture); + t->alloc_height = 0; + t->alloc_width = 0; + t->width = 0; + t->height = 0; + t->active = false; + texture_owner.free(rt->external.texture); + memdelete(t); + + rt->external.fbo = 0; + } + } else { + Texture *t; + + if (rt->external.fbo == 0) { + // create our fbo + glGenFramebuffers(1, &rt->external.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); + + // allocate a texture + t = memnew(Texture); + + t->type = VS::TEXTURE_TYPE_2D; + t->flags = 0; + t->width = 0; + t->height = 0; + t->alloc_height = 0; + t->alloc_width = 0; + t->format = Image::FORMAT_RGBA8; + t->target = GL_TEXTURE_2D; + t->gl_format_cache = 0; + t->gl_internal_format_cache = 0; + t->gl_type_cache = 0; + t->data_size = 0; + t->compressed = false; + t->srgb = false; + t->total_data_size = 0; + t->ignore_mipmaps = false; + t->mipmaps = 1; + t->active = true; + t->tex_id = 0; + t->render_target = rt; + + rt->external.texture = texture_owner.make_rid(t); + } else { + // bind our frame buffer + glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); + + // find our texture + t = texture_owner.get(rt->external.texture); + } + + // set our texture + t->tex_id = p_texture_id; + + // size shouldn't be different + t->width = rt->width; + t->height = rt->height; + t->alloc_height = rt->width; + t->alloc_width = rt->height; + + // is there a point to setting the internal formats? we don't know them.. + + // set our texture as the destination for our framebuffer + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); + + // check status and unbind + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("framebuffer fail, status: %x\n", status); + } + + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } } void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { @@ -7083,7 +7414,8 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT _render_target_allocate(rt); } break; - default: {} + default: { + } } } bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) { @@ -7344,7 +7676,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) { // delete the texture Shader *shader = shader_owner.get(p_rid); - if (shader->shader) + if (shader->shader && shader->custom_code_id) shader->shader->free_custom_shader(shader->custom_code_id); if (shader->dirty_list.in_list()) @@ -7665,15 +7997,21 @@ void RasterizerStorageGLES3::initialize() { config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc"); config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc"); #ifdef GLES_OVER_GL - config.hdr_supported = true; config.etc2_supported = false; config.s3tc_supported = true; config.rgtc_supported = true; //RGTC - core since OpenGL version 3.0 + config.texture_float_linear_supported = true; + config.framebuffer_float_supported = true; + config.framebuffer_half_float_supported = true; + #else config.etc2_supported = true; - config.hdr_supported = false; config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc"); + config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear"); + config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float"); + config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported; + #endif config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc"); @@ -7753,16 +8091,20 @@ void RasterizerStorageGLES3::initialize() { glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); + + glGenTextures(1, &resources.white_tex_array); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + glBindTexture(GL_TEXTURE_2D, 0); } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); -#ifdef GLES_OVER_GL - config.use_rgba_2d_shadows = false; -#else - config.use_rgba_2d_shadows = true; -#endif + config.use_rgba_2d_shadows = config.framebuffer_float_supported; //generic quadie for copying @@ -7801,7 +8143,7 @@ void RasterizerStorageGLES3::initialize() { glBindBuffer(GL_ARRAY_BUFFER, resources.quadie); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); glEnableVertexAttribArray(0); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); glEnableVertexAttribArray(4); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind @@ -7827,7 +8169,7 @@ void RasterizerStorageGLES3::initialize() { } shaders.cubemap_filter.init(); - bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile"); + bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx"); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq); shaders.particles.init(); @@ -7846,8 +8188,8 @@ void RasterizerStorageGLES3::initialize() { String renderer = (const char *)glGetString(GL_RENDERER); - config.no_depth_prepass = !bool(GLOBAL_GET("rendering/quality/depth_prepass/enable")); - if (!config.no_depth_prepass) { + config.use_depth_prepass = bool(GLOBAL_GET("rendering/quality/depth_prepass/enable")); + if (config.use_depth_prepass) { String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors"); Vector<String> vendor_match = vendors.split(","); @@ -7857,7 +8199,7 @@ void RasterizerStorageGLES3::initialize() { continue; if (renderer.findn(v) != -1) { - config.no_depth_prepass = true; + config.use_depth_prepass = false; } } } |