diff options
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r-- | drivers/gles3/storage/config.cpp | 31 | ||||
-rw-r--r-- | drivers/gles3/storage/config.h | 6 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 53 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.h | 20 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 104 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.h | 10 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.cpp | 109 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.h | 6 |
8 files changed, 240 insertions, 99 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 369e523cc4..7280868564 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -120,16 +120,6 @@ Config::Config() { support_write_depth = extensions.has("GL_EXT_frag_depth"); #endif - support_half_float_vertices = true; -//every platform should support this except web, iOS has issues with their support, so add option to disable -#ifdef JAVASCRIPT_ENABLED - support_half_float_vertices = false; -#endif - bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float"); - if (disable_half_float) { - support_half_float_vertices = false; - } - //picky requirements for these support_shadow_cubemaps = support_write_depth && support_depth_cubemaps; // the use skeleton software path should be used if either float texture is not supported, @@ -149,6 +139,27 @@ Config::Config() { force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter"); + + use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")); + if (use_depth_prepass) { + String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors"); + Vector<String> vendor_match = vendors.split(","); + String renderer = (const char *)glGetString(GL_RENDERER); + for (int i = 0; i < vendor_match.size(); i++) { + String v = vendor_match[i].strip_edges(); + if (v == String()) { + continue; + } + + if (renderer.findn(v) != -1) { + use_depth_prepass = false; + } + } + } + + max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements"); + max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights"); + max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object"); } Config::~Config() { diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index 0646881b72..7e143c1c1e 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -58,6 +58,9 @@ public: int max_texture_image_units = 0; int max_texture_size = 0; int max_uniform_buffer_size = 0; + int max_renderable_elements = 0; + int max_renderable_lights = 0; + int max_lights_per_object = 0; // TODO implement wireframe in OpenGL // bool generate_wireframes; @@ -82,7 +85,6 @@ public: bool support_32_bits_indices = false; bool support_write_depth = false; - bool support_half_float_vertices = false; bool support_npot_repeat_mipmap = false; bool support_depth_cubemaps = false; bool support_shadow_cubemaps = false; @@ -97,6 +99,8 @@ public: // so the user can switch orphaning off for them. bool should_orphan = true; + bool use_depth_prepass = true; + static Config *get_singleton() { return singleton; }; Config(); diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index a3111da28a..6dff8a2a51 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -43,7 +43,7 @@ using namespace GLES3; /////////////////////////////////////////////////////////////////////////// // UBI helper functions -_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) { +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) { switch (type) { case ShaderLanguage::TYPE_BOOL: { uint32_t *gui = (uint32_t *)data; @@ -399,9 +399,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { if (i < s) { Color color = a[i]; - if (p_linear_color) { - color = color.srgb_to_linear(); - } gui[j] = color.r; gui[j + 1] = color.g; gui[j + 2] = color.b; @@ -433,10 +430,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy if (value.get_type() == Variant::COLOR) { Color v = value; - if (p_linear_color) { - v = v.srgb_to_linear(); - } - gui[0] = v.r; gui[1] = v.g; gui[2] = v.b; @@ -459,9 +452,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { if (i < s) { Color color = a[i]; - if (p_linear_color) { - color = color.srgb_to_linear(); - } gui[j] = color.r; gui[j + 1] = color.g; gui[j + 2] = color.b; @@ -496,10 +486,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy if (value.get_type() == Variant::COLOR) { Color v = value; - if (p_linear_color) { - v = v.srgb_to_linear(); - } - gui[0] = v.r; gui[1] = v.g; gui[2] = v.b; @@ -987,7 +973,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S if (V) { //user provided - _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color); + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data); } else if (E.value.default_value.size()) { //default value @@ -997,7 +983,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S //zero because it was not provided if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { //colors must be set as black, with alpha as 1.0 - _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color); + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data); } else { //else just zero it out _fill_std140_ubo_empty(E.value.type, E.value.array_size, data); @@ -1883,7 +1869,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.a; GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1]; - v = v.srgb_to_linear(); + //v = v.srgb_to_linear(); bv_linear.x = v.r; bv_linear.y = v.g; bv_linear.z = v.b; @@ -2322,7 +2308,7 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind pos += p_index; - _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer + _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos]); _global_variable_mark_buffer_dirty(pos, 1); } @@ -2929,7 +2915,7 @@ void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_par void CanvasMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); @@ -3162,7 +3148,7 @@ GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) { void SkyMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); @@ -3278,6 +3264,18 @@ void SceneShaderData::set_code(const String &p_code) { actions.write_flag_pointers["VERTEX"] = &uses_vertex; actions.write_flag_pointers["POSITION"] = &uses_position; + actions.usage_flag_pointers["TANGENT"] = &uses_tangent; + actions.usage_flag_pointers["BINORMAL"] = &uses_tangent; + actions.usage_flag_pointers["COLOR"] = &uses_color; + actions.usage_flag_pointers["UV"] = &uses_uv; + actions.usage_flag_pointers["UV2"] = &uses_uv2; + actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0; + actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1; + actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2; + actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3; + actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones; + actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights; + actions.uniforms = &uniforms; Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); @@ -3292,6 +3290,17 @@ void SceneShaderData::set_code(const String &p_code) { cull_mode = Cull(cull_modei); blend_mode = BlendMode(blend_modei); alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei); + vertex_input_mask = uint32_t(uses_normal); + vertex_input_mask |= uses_tangent << 1; + vertex_input_mask |= uses_color << 2; + vertex_input_mask |= uses_uv << 3; + vertex_input_mask |= uses_uv2 << 4; + vertex_input_mask |= uses_custom0 << 5; + vertex_input_mask |= uses_custom1 << 6; + vertex_input_mask |= uses_custom2 << 7; + vertex_input_mask |= uses_custom3 << 8; + vertex_input_mask |= uses_bones << 9; + vertex_input_mask |= uses_weights << 10; #if 0 print_line("**compiling shader:"); @@ -3455,7 +3464,7 @@ GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) { void SceneMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h index f9901f0085..aa36dda4e6 100644 --- a/drivers/gles3/storage/material_storage.h +++ b/drivers/gles3/storage/material_storage.h @@ -279,14 +279,6 @@ struct SceneShaderData : public ShaderData { CULL_BACK }; - enum CullVariant { - CULL_VARIANT_NORMAL, - CULL_VARIANT_REVERSED, - CULL_VARIANT_DOUBLE_SIDED, - CULL_VARIANT_MAX - - }; - enum AlphaAntiAliasing { ALPHA_ANTIALIASING_OFF, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, @@ -335,6 +327,18 @@ struct SceneShaderData : public ShaderData { bool uses_time; bool writes_modelview_or_projection; bool uses_world_coordinates; + bool uses_tangent; + bool uses_color; + bool uses_uv; + bool uses_uv2; + bool uses_custom0; + bool uses_custom1; + bool uses_custom2; + bool uses_custom3; + bool uses_bones; + bool uses_weights; + + uint32_t vertex_input_mask = 0; uint64_t last_pass = 0; uint32_t index = 0; diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 41b5107b6c..a2b9cb6a62 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -194,6 +194,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer); glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + s->attribute_buffer_size = p_surface.attribute_data.size(); } if (p_surface.skin_data.size()) { glGenBuffers(1, &s->skin_buffer); @@ -216,6 +217,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind s->index_count = p_surface.index_count; + s->index_buffer_size = p_surface.index_data.size(); if (p_surface.lods.size()) { s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size()); @@ -323,7 +325,97 @@ RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const { } RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const { - return RS::SurfaceData(); + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RS::SurfaceData()); + ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData()); + + Mesh::Surface &s = *mesh->surfaces[p_surface]; + + RS::SurfaceData sd; + sd.format = s.format; + { + Vector<uint8_t> ret; + ret.resize(s.vertex_buffer_size); + glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.vertex_buffer_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + sd.vertex_data = ret; + } + + if (s.attribute_buffer != 0) { + Vector<uint8_t> ret; + ret.resize(s.attribute_buffer_size); + glBindBuffer(GL_ARRAY_BUFFER, s.attribute_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.attribute_buffer_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + sd.attribute_data = ret; + } + + sd.vertex_count = s.vertex_count; + sd.index_count = s.index_count; + sd.primitive = s.primitive; + + if (sd.index_count) { + Vector<uint8_t> ret; + ret.resize(s.index_buffer_size); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.index_buffer_size); + } + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); +#endif + sd.index_data = ret; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + sd.aabb = s.aabb; + for (uint32_t i = 0; i < s.lod_count; i++) { + RS::SurfaceData::LOD lod; + lod.edge_length = s.lods[i].edge_length; + //lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer); + sd.lods.push_back(lod); + } + + sd.bone_aabbs = s.bone_aabbs; + glBindBuffer(GL_ARRAY_BUFFER, 0); + + return sd; } int MeshStorage::mesh_get_surface_count(RID p_mesh) const { @@ -496,7 +588,6 @@ void MeshStorage::mesh_clear(RID p_mesh) { if (s.index_buffer != 0) { glDeleteBuffers(1, &s.index_buffer); - glDeleteVertexArrays(1, &s.index_array); } memdelete(mesh->surfaces[i]); } @@ -553,14 +644,14 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V case RS::ARRAY_NORMAL: { attribs[i].offset = vertex_stride; // Will need to change to accommodate octahedral compression - attribs[i].size = 1; + attribs[i].size = 4; attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV; vertex_stride += sizeof(float); attribs[i].normalized = GL_TRUE; } break; case RS::ARRAY_TANGENT: { attribs[i].offset = vertex_stride; - attribs[i].size = 1; + attribs[i].size = 4; attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV; vertex_stride += sizeof(float); attribs[i].normalized = GL_TRUE; @@ -629,14 +720,17 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V continue; } if (i <= RS::ARRAY_TANGENT) { + attribs[i].stride = vertex_stride; if (mis) { glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer); } else { glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer); } } else if (i <= RS::ARRAY_CUSTOM3) { + attribs[i].stride = attributes_stride; glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer); } else { + attribs[i].stride = skin_stride; glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer); } @@ -645,7 +739,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V } else { glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } - glEnableVertexAttribArray(attribs[i].index); + glEnableVertexAttribArray(i); } // Do not bind index here as we want to switch between index buffers for LOD diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h index 6b0d0c83b2..dfb9046e7b 100644 --- a/drivers/gles3/storage/mesh_storage.h +++ b/drivers/gles3/storage/mesh_storage.h @@ -54,7 +54,6 @@ struct Mesh { struct Attrib { bool enabled; bool integer; - GLuint index; GLint size; GLenum type; GLboolean normalized; @@ -69,6 +68,7 @@ struct Mesh { GLuint skin_buffer = 0; uint32_t vertex_count = 0; uint32_t vertex_buffer_size = 0; + uint32_t attribute_buffer_size = 0; uint32_t skin_buffer_size = 0; // Cache vertex arrays so they can be created @@ -84,8 +84,8 @@ struct Mesh { uint32_t version_count = 0; GLuint index_buffer = 0; - GLuint index_array = 0; uint32_t index_count = 0; + uint32_t index_buffer_size = 0; struct LOD { float edge_length = 0.0; @@ -357,6 +357,12 @@ public: } } + _FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + + return s->vertex_count <= 65536 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; + } + // Use this to cache Vertex Array Objects so they are only generated once _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) { Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 6f2dc391d8..4396ca4f93 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -62,8 +62,9 @@ TextureStorage::TextureStorage() { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1, 1, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image); @@ -92,8 +93,9 @@ TextureStorage::TextureStorage() { { // black Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0, 0, 0, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image); @@ -117,8 +119,9 @@ TextureStorage::TextureStorage() { { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0.5, 0.5, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image); @@ -127,8 +130,9 @@ TextureStorage::TextureStorage() { { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1.0, 0.5, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image); @@ -189,18 +193,7 @@ TextureStorage::~TextureStorage() { } } -void TextureStorage::set_main_thread_id(Thread::ID p_id) { - _main_thread_id = p_id; -} - -bool TextureStorage::_is_main_thread() { - //#if defined DEBUG_ENABLED && defined TOOLS_ENABLED - // must be called from main thread in OpenGL - bool is_main_thread = _main_thread_id == Thread::get_caller_id(); - //#endif - return is_main_thread; -} - +//TODO, move back to storage bool TextureStorage::can_create_resources_async() const { return false; } @@ -644,10 +637,14 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im Texture texture; texture.width = p_image->get_width(); texture.height = p_image->get_height(); + texture.alloc_width = texture.width; + texture.alloc_height = texture.height; + texture.mipmaps = p_image->get_mipmap_count(); texture.format = p_image->get_format(); texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; - texture.image_cache_2d = p_image; //TODO, remove this once texture_2d_get is implemented + _get_gl_image_and_format(Ref<Image>(), texture.format, 0, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); + //texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(p_texture, texture); @@ -740,49 +737,66 @@ void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { } Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { - Texture *tex = texture_owner.get_or_null(p_texture); - ERR_FAIL_COND_V(!tex, Ref<Image>()); + Texture *texture = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!texture, Ref<Image>()); #ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid() && !tex->is_render_target) { - return tex->image_cache_2d; + if (texture->image_cache_2d.is_valid() && !texture->is_render_target) { + return texture->image_cache_2d; } #endif - /* -#ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid()) { - return tex->image_cache_2d; +#ifdef GLES_OVER_GL + // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels. + Vector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1); + + data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers + uint8_t *w = data.ptrw(); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(texture->target, texture->tex_id); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + + for (int i = 0; i < texture->mipmaps; i++) { + int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i); + + if (texture->compressed) { + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target, i, &w[ofs]); + + } else { + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]); + } } -#endif - Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); + + data.resize(data_size); + ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); Ref<Image> image; - image.instance(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->empty(), Ref<Image>()); - if (tex->format != tex->validated_format) { - image->convert(tex->format); + image.instantiate(); + image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); + if (texture->format != texture->real_format) { + image->convert(texture->format); } +#else + // Support for Web and Mobile will come later. + Ref<Image> image; +#endif #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - tex->image_cache_2d = image; + if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { + texture->image_cache_2d = image; } #endif -*/ - - /* - #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) { - tex->image_cache_2d = image; - } - #endif - */ - - // return image; - return Ref<Image>(); + return image; } void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { @@ -1357,6 +1371,9 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { } texture->format = rt->image_format; + texture->real_format = rt->image_format; + texture->type = Texture::TYPE_2D; + texture->target = GL_TEXTURE_2D; texture->gl_format_cache = rt->color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; texture->gl_internal_format_cache = rt->color_internal_format; diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index a841ff8f46..8281b8c596 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -141,6 +141,7 @@ struct Texture { int alloc_width = 0; int alloc_height = 0; Image::Format format = Image::FORMAT_R8; + Image::Format real_format = Image::FORMAT_R8; enum Type { TYPE_2D, @@ -370,9 +371,6 @@ private: RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX]; - Thread::ID _main_thread_id = 0; - bool _is_main_thread(); - /* Canvas Texture API */ RID_Owner<CanvasTexture, true> canvas_texture_owner; @@ -440,8 +438,6 @@ public: }; bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; - void set_main_thread_id(Thread::ID p_id); - virtual bool can_create_resources_async() const override; RID texture_create(); |