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path: root/drivers/gles3/rasterizer_storage_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp619
1 files changed, 431 insertions, 188 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 7db2f23d47..858c543785 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -164,18 +164,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
srgb = true;
} break;
- case Image::FORMAT_RGB565: {
-#ifndef GLES_OVER_GL
- r_gl_internal_format = GL_RGB565;
-#else
- //#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-)
- r_gl_internal_format = GL_RGB5;
-#endif
- //r_gl_internal_format=GL_RGB565;
- r_gl_format = GL_RGB;
- r_gl_type = GL_UNSIGNED_SHORT_5_6_5;
-
- } break;
case Image::FORMAT_RGBA4444: {
r_gl_internal_format = GL_RGBA4;
@@ -241,6 +229,12 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
r_gl_type = GL_HALF_FLOAT;
} break;
+ case Image::FORMAT_RGBE9995: {
+ r_gl_internal_format = GL_RGB9_E5;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
+
+ } break;
case Image::FORMAT_DXT1: {
if (config.s3tc_supported) {
@@ -289,15 +283,14 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
}
} break;
- case Image::FORMAT_ATI1: {
+ case Image::FORMAT_RGTC_R: {
- if (config.latc_supported) {
+ if (config.rgtc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
+ r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- srgb = true;
} else {
@@ -305,11 +298,11 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
}
} break;
- case Image::FORMAT_ATI2: {
+ case Image::FORMAT_RGTC_RG: {
- if (config.latc_supported) {
+ if (config.rgtc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
+ r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -662,7 +655,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
img->shrink_x2();
- } else if (img->get_format() <= Image::FORMAT_RGB565) {
+ } else if (img->get_format() <= Image::FORMAT_RGBA8) {
img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
}
@@ -768,6 +761,9 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
int h = img->get_height();
int tsize = 0;
+
+ int block = Image::get_format_block_size(img->get_format());
+
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
@@ -777,7 +773,15 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]);
+
+ //this is not needed, as compressed takes the regular size, even if blocks extend it
+ //int bw = (w % block != 0) ? w + (block - w % block) : w;
+ //int bh = (h % block != 0) ? h + (block - h % block) : h;
+
+ int bw = w;
+ int bh = h;
+
+ glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -820,8 +824,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSi
ERR_FAIL_COND_V(!texture, Ref<Image>());
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
- ERR_FAIL_COND_V(texture->data_size == 0, Ref<Image>());
- ERR_FAIL_COND_V(texture->render_target, Ref<Image>());
+ ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
if (!texture->images[p_cube_side].is_null()) {
return texture->images[p_cube_side];
@@ -970,6 +973,14 @@ Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
return texture->format;
}
+uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
+
+ Texture *texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->tex_id;
+}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
@@ -1205,32 +1216,32 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_
return texture_owner.make_rid(ctex);
}
-RID RasterizerStorageGLES3::skybox_create() {
+RID RasterizerStorageGLES3::sky_create() {
- SkyBox *skybox = memnew(SkyBox);
- skybox->radiance = 0;
- return skybox_owner.make_rid(skybox);
+ Sky *sky = memnew(Sky);
+ sky->radiance = 0;
+ return sky_owner.make_rid(sky);
}
-void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size) {
+void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
- SkyBox *skybox = skybox_owner.getornull(p_skybox);
- ERR_FAIL_COND(!skybox);
+ Sky *sky = sky_owner.getornull(p_sky);
+ ERR_FAIL_COND(!sky);
- if (skybox->cubemap.is_valid()) {
- skybox->cubemap = RID();
- glDeleteTextures(1, &skybox->radiance);
- skybox->radiance = 0;
+ if (sky->panorama.is_valid()) {
+ sky->panorama = RID();
+ glDeleteTextures(1, &sky->radiance);
+ sky->radiance = 0;
}
- skybox->cubemap = p_cube_map;
- if (!skybox->cubemap.is_valid())
+ sky->panorama = p_panorama;
+ if (!sky->panorama.is_valid())
return; //cleared
- Texture *texture = texture_owner.getornull(skybox->cubemap);
- if (!texture || !(texture->flags & VS::TEXTURE_FLAG_CUBEMAP)) {
- skybox->cubemap = RID();
- ERR_FAIL_COND(!texture || !(texture->flags & VS::TEXTURE_FLAG_CUBEMAP));
+ Texture *texture = texture_owner.getornull(sky->panorama);
+ if (!texture) {
+ sky->panorama = RID();
+ ERR_FAIL_COND(!texture);
}
glBindVertexArray(0);
@@ -1255,8 +1266,8 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in
}
glActiveTexture(GL_TEXTURE1);
- glGenTextures(1, &skybox->radiance);
- glBindTexture(GL_TEXTURE_2D, skybox->radiance);
+ glGenTextures(1, &sky->radiance);
+ glBindTexture(GL_TEXTURE_2D, sky->radiance);
GLuint tmp_fb;
@@ -1296,11 +1307,12 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in
size = p_radiance_size;
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, true);
shaders.cubemap_filter.bind();
while (mm_level) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
@@ -1323,6 +1335,7 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in
mm_level--;
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, false);
//restore ranges
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
@@ -1412,6 +1425,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
_shader_dirty_list.remove(&p_shader->dirty_list);
p_shader->valid = false;
+ p_shader->ubo_size = 0;
p_shader->uniforms.clear();
@@ -1448,6 +1462,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.unshaded = false;
p_shader->spatial.ontop = false;
p_shader->spatial.uses_sss = false;
+ p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.writes_modelview_or_projection = false;
@@ -1473,6 +1488,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
+ shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
@@ -1946,8 +1962,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
} else if (value.get_type() == Variant::RECT2) {
Rect2 v = value;
- gui[0] = v.pos.x;
- gui[1] = v.pos.y;
+ gui[0] = v.position.x;
+ gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
} else if (value.get_type() == Variant::QUAT) {
@@ -2229,6 +2245,10 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->shader && material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
+
+ if (material->shader && !material->shader->valid)
+ return;
+
//update caches
{
@@ -2643,6 +2663,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
+ surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) {
@@ -2712,6 +2733,112 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+
+#ifdef DEBUG_ENABLED
+
+ if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) {
+ //generate wireframes, this is used mostly by editor
+ PoolVector<uint32_t> wf_indices;
+ int index_count;
+
+ if (p_format & VS::ARRAY_FORMAT_INDEX) {
+
+ index_count = p_index_count * 2;
+ wf_indices.resize(index_count);
+
+ PoolVector<uint8_t>::Read ir = p_index_array.read();
+ PoolVector<uint32_t>::Write wr = wf_indices.write();
+
+ 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) {
+
+ wr[i + 0] = src_idx[i / 2];
+ wr[i + 1] = src_idx[i / 2 + 1];
+ wr[i + 2] = src_idx[i / 2 + 1];
+ wr[i + 3] = src_idx[i / 2 + 2];
+ wr[i + 4] = src_idx[i / 2 + 2];
+ wr[i + 5] = src_idx[i / 2];
+ }
+
+ } else {
+
+ //read 16 bit indices
+ const uint32_t *src_idx = (const uint32_t *)ir.ptr();
+ for (int i = 0; i < index_count; i += 6) {
+
+ wr[i + 0] = src_idx[i / 2];
+ wr[i + 1] = src_idx[i / 2 + 1];
+ wr[i + 2] = src_idx[i / 2 + 1];
+ wr[i + 3] = src_idx[i / 2 + 2];
+ wr[i + 4] = src_idx[i / 2 + 2];
+ wr[i + 5] = src_idx[i / 2];
+ }
+ }
+
+ } else {
+
+ 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) {
+
+ wr[i + 0] = i / 2;
+ wr[i + 1] = i / 2 + 1;
+ wr[i + 2] = i / 2 + 1;
+ wr[i + 3] = i / 2 + 2;
+ wr[i + 4] = i / 2 + 2;
+ wr[i + 5] = i / 2;
+ }
+ }
+ {
+ PoolVector<uint32_t>::Read ir = wf_indices.read();
+
+ glGenBuffers(1, &surface->index_wireframe_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+
+ surface->index_wireframe_len = index_count;
+ }
+
+ for (int ai = 0; ai < 2; ai++) {
+
+ if (ai == 0) {
+ //for normal draw
+ glGenVertexArrays(1, &surface->array_wireframe_id);
+ glBindVertexArray(surface->array_wireframe_id);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+ } else if (ai == 1) {
+ //for instancing draw (can be changed and no one cares)
+ glGenVertexArrays(1, &surface->instancing_array_wireframe_id);
+ glBindVertexArray(surface->instancing_array_wireframe_id);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+
+ if (!attribs[i].enabled)
+ continue;
+
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + 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);
+ }
+ glEnableVertexAttribArray(attribs[i].index);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
+
+#endif
}
{
@@ -2724,6 +2851,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
+ surface->total_data_size += array_size;
+
glGenBuffers(1, &mt.vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
@@ -2755,6 +2884,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
mesh->surfaces.push_back(surface);
mesh->instance_change_notify();
+
+ info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
@@ -2983,6 +3114,14 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id);
}
+ if (surface->index_wireframe_id) {
+ glDeleteBuffers(1, &surface->index_wireframe_id);
+ glDeleteVertexArrays(1, &surface->array_wireframe_id);
+ glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id);
+ }
+
+ info.vertex_mem -= surface->total_data_size;
+
mesh->instance_material_change_notify();
memdelete(surface);
@@ -3815,7 +3954,7 @@ void RasterizerStorageGLES3::immediate_vertex(RID p_immediate, const Vector3 &p_
if (c->vertices.empty() && im->chunks.size() == 1) {
- im->aabb.pos = p_vertex;
+ im->aabb.position = p_vertex;
im->aabb.size = Vector3();
} else {
im->aabb.expand_to(p_vertex);
@@ -4482,7 +4621,7 @@ Rect3 RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
ERR_FAIL_COND_V(!reflection_probe, Rect3());
Rect3 aabb;
- aabb.pos = -reflection_probe->extents;
+ aabb.position = -reflection_probe->extents;
aabb.size = reflection_probe->extents * 2.0;
return aabb;
@@ -5075,7 +5214,7 @@ Rect3 RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
pos = inv.xform(pos);
}
if (i == 0)
- aabb.pos = pos;
+ aabb.position = pos;
else
aabb.expand_to(pos);
}
@@ -5437,7 +5576,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteRenderbuffers(1, &rt->buffers.diffuse);
glDeleteRenderbuffers(1, &rt->buffers.specular);
glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
- glDeleteRenderbuffers(1, &rt->buffers.motion_sss);
+ glDeleteRenderbuffers(1, &rt->buffers.sss);
glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
glDeleteTextures(1, &rt->buffers.effect);
@@ -5476,6 +5615,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
+ tex->active = false;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
@@ -5507,7 +5647,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
Image::Format image_format;
bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported;
- hdr = false;
+ //hdr = false;
if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
@@ -5572,13 +5712,14 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
tex->alloc_width = rt->width;
tex->height = rt->height;
tex->alloc_height = rt->height;
+ tex->active = true;
texture_set_flags(rt->texture, tex->flags);
}
/* BACK FBO */
- if (config.render_arch == RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) {
+ if (!rt->flags[RENDER_TARGET_NO_3D]) {
static const int msaa_value[] = { 0, 2, 4, 8, 16 };
int msaa = msaa_value[rt->msaa];
@@ -5606,75 +5747,155 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->buffers.diffuse);
- glGenRenderbuffers(1, &rt->buffers.specular);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
+ if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) {
- if (msaa == 0)
- glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
+ glGenRenderbuffers(1, &rt->buffers.specular);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular);
+ if (msaa == 0)
+ glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
- glGenRenderbuffers(1, &rt->buffers.normal_rough);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular);
- if (msaa == 0)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
+ glGenRenderbuffers(1, &rt->buffers.normal_rough);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
+ if (msaa == 0)
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
- glGenRenderbuffers(1, &rt->buffers.motion_sss);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
- if (msaa == 0)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
+ glGenRenderbuffers(1, &rt->buffers.sss);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.motion_sss);
+ if (msaa == 0)
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- printf("err status: %x\n", status);
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n", status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
- // effect resolver
+ // effect resolver
- glGenFramebuffers(1, &rt->buffers.effect_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
+ glGenFramebuffers(1, &rt->buffers.effect_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
- glGenTextures(1, &rt->buffers.effect);
- glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, 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);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, rt->buffers.effect, 0);
+ glGenTextures(1, &rt->buffers.effect);
+ glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
+ color_format, color_type, 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);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, rt->buffers.effect, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- printf("err status: %x\n", status);
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n", status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ ///////////////// ssao
+
+ //AO strength textures
+ for (int i = 0; i < 2; i++) {
+
+ glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, rt->depth, 0);
+
+ glGenTextures(1, &rt->effects.ssao.blur_red[i]);
+ glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, 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);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
+ }
+ //5 mip levels for depth texture, but base is read separately
+
+ glGenTextures(1, &rt->effects.ssao.linear_depth);
+ glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
+
+ int ssao_w = rt->width / 2;
+ int ssao_h = rt->height / 2;
+
+ for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
+ ssao_w >>= 1;
+ ssao_h >>= 1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
+
+ for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
+
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
+ rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
+ }
+
+ //////Exposure
+
+ glGenFramebuffers(1, &rt->exposure.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
+
+ 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
+ }
+
+ if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
for (int i = 0; i < 2; i++) {
@@ -5721,7 +5942,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -5741,79 +5962,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
- ///////////////// ssao
-
- //AO strength textures
- for (int i = 0; i < 2; i++) {
-
- glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, rt->depth, 0);
-
- glGenTextures(1, &rt->effects.ssao.blur_red[i]);
- glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, 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);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0);
-
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
- }
- //5 mip levels for depth texture, but base is read separately
-
- glGenTextures(1, &rt->effects.ssao.linear_depth);
- glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
-
- int ssao_w = rt->width / 2;
- int ssao_h = rt->height / 2;
-
- for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
-
- glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
- ssao_w >>= 1;
- ssao_h >>= 1;
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
-
- for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
-
- GLuint fbo;
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
- rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
- }
-
- //////Exposure
-
- glGenFramebuffers(1, &rt->exposure.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
-
- 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);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
-
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
}
}
@@ -5838,9 +5986,10 @@ RID RasterizerStorageGLES3::render_target_create() {
t->srgb = false;
t->total_data_size = 0;
t->ignore_mipmaps = false;
- t->mipmaps = 0;
+ t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
+ t->render_target = rt;
rt->texture = texture_owner.make_rid(t);
@@ -5877,8 +6026,10 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
rt->flags[p_flag] = p_value;
switch (p_flag) {
+ case RENDER_TARGET_HDR:
case RENDER_TARGET_NO_3D:
- case RENDER_TARGET_TRANSPARENT: {
+ case RENDER_TARGET_NO_SAMPLING:
+ case RENDER_TARGET_NO_3D_EFFECTS: {
//must reset for these formats
_render_target_clear(rt);
_render_target_allocate(rt);
@@ -6108,12 +6259,12 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
info.texture_mem -= texture->total_data_size;
texture_owner.free(p_rid);
memdelete(texture);
- } else if (skybox_owner.owns(p_rid)) {
- // delete the skybox
- SkyBox *skybox = skybox_owner.get(p_rid);
- skybox_set_texture(p_rid, RID(), 256);
- skybox_owner.free(p_rid);
- memdelete(skybox);
+ } else if (sky_owner.owns(p_rid)) {
+ // delete the sky
+ Sky *sky = sky_owner.get(p_rid);
+ sky_set_texture(p_rid, RID(), 256);
+ sky_owner.free(p_rid);
+ memdelete(sky);
} else if (shader_owner.owns(p_rid)) {
@@ -6318,10 +6469,98 @@ bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
////////////////////////////////////////////
-void RasterizerStorageGLES3::initialize() {
+void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
+
+ config.generate_wireframes = p_generate;
+}
- config.render_arch = RENDER_ARCH_DESKTOP;
- //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
+void RasterizerStorageGLES3::render_info_begin_capture() {
+
+ info.snap = info.render;
+}
+
+void RasterizerStorageGLES3::render_info_end_capture() {
+
+ info.snap.object_count = info.render.object_count - info.snap.object_count;
+ info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
+ info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
+ info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
+ info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
+ info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
+}
+
+int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) {
+
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+
+ return info.snap.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+
+ return info.snap.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.snap.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.snap.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.snap.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.snap.draw_call_count;
+ } break;
+ default: {
+ return get_render_info(p_info);
+ }
+ }
+}
+
+int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
+
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+
+ return info.render_final.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+
+ return info.render_final.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.render_final.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.render_final.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.render_final.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.render_final.draw_call_count;
+ } break;
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
+
+ return 0; //no idea
+ } break;
+ case VS::INFO_VIDEO_MEM_USED: {
+
+ return info.vertex_mem + info.texture_mem;
+ } break;
+ case VS::INFO_TEXTURE_MEM_USED: {
+
+ return info.texture_mem;
+ } break;
+ case VS::INFO_VERTEX_MEM_USED: {
+
+ return info.vertex_mem;
+ } break;
+ }
+}
+
+void RasterizerStorageGLES3::initialize() {
RasterizerStorageGLES3::system_fbo = 0;
@@ -6348,6 +6587,7 @@ void RasterizerStorageGLES3::initialize() {
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.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc");
+ config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc");
config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
#ifdef GLES_OVER_GL
config.hdr_supported = true;
@@ -6356,6 +6596,8 @@ void RasterizerStorageGLES3::initialize() {
config.etc2_supported = true;
config.hdr_supported = false;
#endif
+
+ print_line("hdr supported: " + itos(config.hdr_supported));
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
@@ -6470,7 +6712,7 @@ void RasterizerStorageGLES3::initialize() {
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
- //generic quadie for copying without touching skybox
+ //generic quadie for copying without touching sky
{
//transform feedback buffers
@@ -6499,6 +6741,7 @@ void RasterizerStorageGLES3::initialize() {
frame.delta = 0;
frame.current_rt = NULL;
config.keep_original_textures = false;
+ config.generate_wireframes = false;
}
void RasterizerStorageGLES3::finalize() {