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path: root/drivers/gles3/storage/texture_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/texture_storage.cpp')
-rw-r--r--drivers/gles3/storage/texture_storage.cpp316
1 files changed, 266 insertions, 50 deletions
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 076225adf4..11151c4100 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -207,6 +207,11 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ {
+ sdf_shader.shader.initialize();
+ sdf_shader.shader_version = sdf_shader.shader.version_create();
+ }
+
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@@ -222,6 +227,7 @@ TextureStorage::~TextureStorage() {
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
+ sdf_shader.shader.version_free(sdf_shader.shader_version);
}
//TODO, move back to storage
@@ -276,55 +282,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
ct->texture_repeat = p_repeat;
}
-/* CANVAS SHADOW */
-
-RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
- Config *config = Config::get_singleton();
- CanvasLightShadow *cls = memnew(CanvasLightShadow);
-
- if (p_width > config->max_texture_size) {
- p_width = config->max_texture_size;
- }
-
- cls->size = p_width;
- cls->height = 16;
-
- glActiveTexture(GL_TEXTURE0);
-
- glGenFramebuffers(1, &cls->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- glGenRenderbuffers(1, &cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
-
- glGenTextures(1, &cls->distance);
- glBindTexture(GL_TEXTURE_2D, cls->distance);
- if (config->use_rgba_2d_shadows) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- //printf("errnum: %x\n",status);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- memdelete(cls);
- ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
- }
-
- return canvas_light_shadow_owner.make_rid(cls);
-}
-
/* Texture API */
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
@@ -1657,6 +1614,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
+ _render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {
@@ -1842,13 +1800,271 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
+ return;
+ }
+
+ rt->sdf_oversize = p_size;
+ rt->sdf_scale = p_scale;
+
+ _render_target_clear_sdf(rt);
+}
+
+Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
+ Size2i margin;
+ int scale;
+ switch (rt->sdf_oversize) {
+ case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
+ scale = 120;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
+ scale = 150;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
+ scale = 200;
+ } break;
+ default: {
+ }
+ }
+
+ margin = (rt->size * scale / 100) - rt->size;
+
+ Rect2i r(Vector2i(), rt->size);
+ r.position -= margin;
+ r.size += margin * 2;
+
+ return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
- return Rect2i();
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Rect2i());
+
+ return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->sdf_enabled = p_enabled;
+}
+
+bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->sdf_enabled;
+}
+
+GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+ if (rt->sdf_texture_read == 0) {
+ Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
+ return texture->tex_id;
+ }
+
+ return rt->sdf_texture_read;
+}
+
+void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
+
+ Size2i size = _render_target_get_sdf_rect(rt).size;
+
+ glGenTextures(1, &rt->sdf_texture_write);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &rt->sdf_texture_write_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
+
+ int scale;
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ scale = 50;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ scale = 25;
+ } break;
+ default: {
+ scale = 100;
+ } break;
+ }
+
+ rt->process_size = size * scale / 100;
+ rt->process_size.x = MAX(rt->process_size.x, 1);
+ rt->process_size.y = MAX(rt->process_size.y, 1);
+
+ glGenTextures(2, rt->sdf_texture_process);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenTextures(1, &rt->sdf_texture_read);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
+ if (rt->sdf_texture_write_fb != 0) {
+ glDeleteTextures(1, &rt->sdf_texture_read);
+ glDeleteTextures(1, &rt->sdf_texture_write);
+ glDeleteTextures(2, rt->sdf_texture_process);
+ glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
+ rt->sdf_texture_read = 0;
+ rt->sdf_texture_write = 0;
+ rt->sdf_texture_process[0] = 0;
+ rt->sdf_texture_process[1] = 0;
+ rt->sdf_texture_write_fb = 0;
+ }
+}
+
+GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+
+ if (rt->sdf_texture_write_fb == 0) {
+ _render_target_allocate_sdf(rt);
+ }
+
+ return rt->sdf_texture_write_fb;
+}
+void TextureStorage::render_target_sdf_process(RID p_render_target) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
+
+ Rect2i r = _render_target_get_sdf_rect(rt);
+
+ Size2i size = r.size;
+ int32_t shift = 0;
+
+ bool shrink = false;
+
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ size[0] >>= 1;
+ size[1] >>= 1;
+ shift = 1;
+ shrink = true;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ size[0] >>= 2;
+ size[1] >>= 2;
+ shift = 2;
+ shrink = true;
+ } break;
+ default: {
+ };
+ }
+
+ GLuint temp_fb;
+ glGenFramebuffers(1, &temp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
+
+ // Load
+ CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
+ glViewport(0, 0, size.width, size.height);
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, 0, size.width, size.height);
+
+ copy_effects->draw_screen_triangle();
+
+ // Process
+
+ int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
+
+ variant = CanvasSdfShaderGLES3::MODE_PROCESS;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ bool swap = false;
+
+ //jumpflood
+ while (stride > 0) {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+
+ copy_effects->draw_screen_triangle();
+
+ stride /= 2;
+ swap = !swap;
+ }
+
+ // Store
+ variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ copy_effects->draw_screen_triangle();
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &temp_fb);
+ glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {