summaryrefslogtreecommitdiff
path: root/drivers/gles3
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/SCsub1
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp77
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h17
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_gles3.h18
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp2592
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h903
-rw-r--r--drivers/gles3/shader_gles3.cpp8
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl40
-rw-r--r--drivers/gles3/storage/SCsub5
-rw-r--r--drivers/gles3/storage/canvas_texture_storage.cpp96
-rw-r--r--drivers/gles3/storage/canvas_texture_storage.h87
-rw-r--r--drivers/gles3/storage/config.cpp156
-rw-r--r--drivers/gles3/storage/config.h113
-rw-r--r--drivers/gles3/storage/decal_atlas_storage.cpp75
-rw-r--r--drivers/gles3/storage/decal_atlas_storage.h67
-rw-r--r--drivers/gles3/storage/material_storage.cpp913
-rw-r--r--drivers/gles3/storage/material_storage.h338
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp257
-rw-r--r--drivers/gles3/storage/mesh_storage.h204
-rw-r--r--drivers/gles3/storage/render_target_storage.h132
-rw-r--r--drivers/gles3/storage/texture_storage.cpp1211
-rw-r--r--drivers/gles3/storage/texture_storage.h389
-rw-r--r--drivers/gles3/texture_loader_gles3.cpp2
26 files changed, 4276 insertions, 3457 deletions
diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub
index 987ddcd16e..fcb05a988d 100644
--- a/drivers/gles3/SCsub
+++ b/drivers/gles3/SCsub
@@ -5,3 +5,4 @@ Import("env")
env.add_source_files(env.drivers_sources, "*.cpp")
SConscript("shaders/SCsub")
+SConscript("storage/SCsub")
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 451960d772..1ddaf3d6a7 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -38,6 +38,9 @@
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
+#include "storage/canvas_texture_storage.h"
+#include "storage/config.h"
+#include "storage/material_storage.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
@@ -210,6 +213,8 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
@@ -226,14 +231,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
Item *ci = items[i];
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
- RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
+ GLES3::Material *material_ptr = material_storage->get_material(material);
if (material.is_null() && ci->canvas_group != nullptr) {
material = default_canvas_group_material;
}
if (material != prev_material) {
- RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
+ GLES3::Shader *shader_ptr = nullptr;
if (material_ptr) {
shader_ptr = material_ptr->shader;
@@ -260,7 +265,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
for (int ti = 0; ti < tc; i++) {
glActiveTexture(GL_TEXTURE0 + ti);
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second);
+ GLES3::Texture *t = texture_storage->get_texture(textures[ti].second);
if (!t) {
switch (texture_uniforms[i].hint) {
@@ -358,7 +363,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[i] = 0.0;
state.instance_data_array[r_index].lights[i] = uint32_t(0);
}
- state.instance_data_array[r_index].flags = base_flags;
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
@@ -605,7 +609,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
_bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
- for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
+ for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
@@ -904,6 +908,8 @@ void RasterizerCanvasGLES3::canvas_end() {
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
if (p_texture == RID()) {
p_texture = default_canvas_texture;
}
@@ -915,20 +921,20 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.end_batch = true;
_render_batch(r_index);
- RasterizerStorageGLES3::CanvasTexture *ct = nullptr;
+ GLES3::CanvasTexture *ct = nullptr;
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture);
+ GLES3::Texture *t = texture_storage->get_texture(p_texture);
if (t) {
//regular texture
if (!t->canvas_texture) {
- t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture);
+ t->canvas_texture = memnew(GLES3::CanvasTexture);
t->canvas_texture->diffuse = p_texture;
}
ct = t->canvas_texture;
} else {
- ct = storage->canvas_texture_owner.get_or_null(p_texture);
+ ct = GLES3::CanvasTextureStorage::get_singleton()->get_canvas_texture(p_texture);
}
if (!ct) {
@@ -943,7 +949,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse);
+ GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
if (!texture) {
state.current_tex = RID();
@@ -967,18 +973,18 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
- RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map);
+ GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (!normal_map) {
state.current_normal = RID();
ct->use_normal_cache = false;
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} else {
normal_map = normal_map->get_ptr();
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = ct->normal_map;
ct->use_normal_cache = true;
@@ -986,18 +992,18 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
- RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular);
+ GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
if (!specular_map) {
state.current_specular = RID();
ct->use_specular_cache = false;
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
specular_map = specular_map->get_ptr();
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
state.current_specular = ct->specular;
ct->use_specular_cache = true;
@@ -1249,6 +1255,9 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
}
void RasterizerCanvasGLES3::initialize() {
+ GLES3::CanvasTextureStorage *canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
// quad buffer
{
glGenBuffers(1, &data.canvas_quad_vertices);
@@ -1408,7 +1417,7 @@ void RasterizerCanvasGLES3::initialize() {
state.canvas_shader_default_version = state.canvas_shader.version_create();
state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
- //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+ //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows);
//state.canvas_shader.bind();
@@ -1417,10 +1426,10 @@ void RasterizerCanvasGLES3::initialize() {
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
{
- default_canvas_group_shader = storage->shader_allocate();
- storage->shader_initialize(default_canvas_group_shader);
+ default_canvas_group_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, R"(
+ material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
@@ -1435,14 +1444,14 @@ void fragment() {
COLOR *= c;
}
)");
- default_canvas_group_material = storage->material_allocate();
- storage->material_initialize(default_canvas_group_material);
+ default_canvas_group_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_canvas_group_material);
- storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
- default_canvas_texture = storage->canvas_texture_allocate();
- storage->canvas_texture_initialize(default_canvas_texture);
+ default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
+ canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
state.using_light = nullptr;
state.using_transparent_rt = false;
@@ -1450,13 +1459,25 @@ void fragment() {
state.current_shader_version = state.canvas_shader_default_version;
}
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
+
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
+ return singleton;
+}
+
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
+ singleton = this;
}
+
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
+ GLES3::CanvasTextureStorage *canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
state.canvas_shader.version_free(state.canvas_shader_default_version);
- storage->free(default_canvas_group_material);
- storage->free(default_canvas_group_shader);
- storage->free(default_canvas_texture);
+ material_storage->material_free(default_canvas_group_material);
+ material_storage->shader_free(default_canvas_group_shader);
+ canvas_texture_storage->canvas_texture_free(default_canvas_texture);
+ singleton = nullptr;
}
void RasterizerCanvasGLES3::finalize() {
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 908d79f9f8..70066c5e2a 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -37,12 +37,17 @@
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
+#include "storage/canvas_texture_storage.h"
+#include "storage/material_storage.h"
+#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
class RasterizerSceneGLES3;
class RasterizerCanvasGLES3 : public RendererCanvasRender {
+ static RasterizerCanvasGLES3 *singleton;
+
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
@@ -164,7 +169,7 @@ public:
LocalVector<GLsync> fences;
uint32_t current_buffer = 0;
- InstanceData *instance_data_array;
+ InstanceData *instance_data_array = nullptr;
bool canvas_texscreen_used;
CanvasShaderGLES3 canvas_shader;
RID canvas_shader_current_version;
@@ -184,7 +189,7 @@ public:
RID current_tex = RID();
RID current_normal = RID();
RID current_specular = RID();
- RasterizerStorageGLES3::Texture *current_tex_ptr;
+ GLES3::Texture *current_tex_ptr;
RID current_shader_version = RID();
RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
uint32_t current_primitive_points = 0;
@@ -193,7 +198,7 @@ public:
bool end_batch = false;
Transform3D vp;
- Light *using_light;
+ Light *using_light = nullptr;
bool using_shadow;
bool using_transparent_rt;
@@ -215,9 +220,9 @@ public:
typedef void Texture;
- RasterizerSceneGLES3 *scene_render;
+ RasterizerSceneGLES3 *scene_render = nullptr;
- RasterizerStorageGLES3 *storage;
+ RasterizerStorageGLES3 *storage = nullptr;
void _set_uniforms();
@@ -273,6 +278,8 @@ public:
void initialize();
void finalize();
+
+ static RasterizerCanvasGLES3 *get_singleton();
RasterizerCanvasGLES3();
~RasterizerCanvasGLES3();
};
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 087bf36473..61aefc1192 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -195,7 +195,7 @@ typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userP
void RasterizerGLES3::initialize() {
print_verbose("Using OpenGL video driver");
- storage._main_thread_id = Thread::get_caller_id();
+ texture_storage.set_main_thread_id(Thread::get_caller_id());
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
@@ -260,9 +260,9 @@ void RasterizerGLES3::initialize() {
RasterizerGLES3::RasterizerGLES3() {
canvas.storage = &storage;
canvas.scene_render = &scene;
- storage.canvas = &canvas;
+ //storage.canvas = &canvas;
//scene.storage = &storage;
- storage.scene = &scene;
+ //storage.scene = &scene;
}
void RasterizerGLES3::prepare_for_blitting_render_targets() {
@@ -271,7 +271,7 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() {
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
ERR_FAIL_COND(storage.frame.current_rt);
- RasterizerStorageGLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
// TODO: do we need a keep 3d linear option?
@@ -324,10 +324,10 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
canvas.canvas_begin();
- RID texture = storage.texture_create();
- //storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
- storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
- storage.texture_set_data(texture, p_image);
+ RID texture = texture_storage.texture_create();
+ //texture_storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
+ texture_storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
+ texture_storage.texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
@@ -349,13 +349,13 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
- RasterizerStorageGLES3::Texture *t = storage.texture_owner.get_or_null(texture);
- glActiveTexture(GL_TEXTURE0 + storage.config.max_texture_image_units - 1);
+ GLES3::Texture *t = texture_storage.get_texture(texture);
+ glActiveTexture(GL_TEXTURE0 + config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
glBindTexture(GL_TEXTURE_2D, 0);
canvas.canvas_end();
- storage.free(texture);
+ texture_storage.texture_free(texture);
end_frame(true);
}
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index a641e189c5..2279a502a2 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -37,6 +37,13 @@
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_compositor.h"
+#include "storage/canvas_texture_storage.h"
+#include "storage/config.h"
+#include "storage/decal_atlas_storage.h"
+#include "storage/material_storage.h"
+#include "storage/mesh_storage.h"
+#include "storage/render_target_storage.h"
+#include "storage/texture_storage.h"
class RasterizerGLES3 : public RendererCompositor {
private:
@@ -46,6 +53,12 @@ private:
double time_total = 0.0;
protected:
+ GLES3::Config config;
+ GLES3::CanvasTextureStorage canvas_texture_storage;
+ GLES3::TextureStorage texture_storage;
+ GLES3::DecalAtlasStorage decal_atlas_storage;
+ GLES3::MaterialStorage material_storage;
+ GLES3::MeshStorage mesh_storage;
RasterizerStorageGLES3 storage;
RasterizerCanvasGLES3 canvas;
RasterizerSceneGLES3 scene;
@@ -53,6 +66,11 @@ protected:
void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect);
public:
+ RendererCanvasTextureStorage *get_canvas_texture_storage() { return &canvas_texture_storage; }
+ RendererMaterialStorage *get_material_storage() { return &material_storage; }
+ RendererMeshStorage *get_mesh_storage() { return &mesh_storage; }
+ RendererTextureStorage *get_texture_storage() { return &texture_storage; }
+ RendererDecalAtlasStorage *get_decal_atlas_storage() { return &decal_atlas_storage; }
RendererStorage *get_storage() { return &storage; }
RendererCanvasRender *get_canvas() { return &canvas; }
RendererSceneRender *get_scene() { return &scene; }
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index dce515a96d..3517d985f0 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -34,51 +34,12 @@
#include "core/config/project_settings.h"
#include "core/math/transform_3d.h"
-#include "rasterizer_canvas_gles3.h"
+// #include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
#include "servers/rendering/shader_language.h"
GLuint RasterizerStorageGLES3::system_fbo = 0;
-/* TEXTURE API */
-
-#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
-#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
-#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
-
-#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
-#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
-#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
-#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
-#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
-#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
-#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
-#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
-#define _EXT_ETC1_RGB8_OES 0x8D64
-
-#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
-#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
-#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
-#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
-
-#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
-
-#ifdef GLES_OVER_GL
-#define _GL_HALF_FLOAT_OES 0x140B
-#else
-#define _GL_HALF_FLOAT_OES 0x8D61
-#endif
-
-#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
-
-#define _RED_OES 0x1903
-
-#define _DEPTH_COMPONENT24_OES 0x81A6
-
-#ifndef GLES_OVER_GL
-#define glClearDepth glClearDepthf
-#endif //!GLES_OVER_GL
-
void RasterizerStorageGLES3::bind_quad_array() const {
//glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
//glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -88,1180 +49,6 @@ void RasterizerStorageGLES3::bind_quad_array() const {
//glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
}
-bool RasterizerStorageGLES3::can_create_resources_async() const {
- return false;
-}
-
-Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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 {
- r_gl_format = 0;
- Ref<Image> image = p_image;
- r_compressed = false;
- r_real_format = p_format;
-
- bool need_decompress = false;
-
- switch (p_format) {
- case Image::FORMAT_L8: {
-#ifdef GLES_OVER_GL
- r_gl_internal_format = GL_R8;
- r_gl_format = GL_RED;
- r_gl_type = GL_UNSIGNED_BYTE;
-#else
- r_gl_internal_format = GL_LUMINANCE;
- r_gl_format = GL_LUMINANCE;
- r_gl_type = GL_UNSIGNED_BYTE;
-#endif
- } break;
- case Image::FORMAT_LA8: {
-#ifdef GLES_OVER_GL
- r_gl_internal_format = GL_RG8;
- r_gl_format = GL_RG;
- r_gl_type = GL_UNSIGNED_BYTE;
-#else
- r_gl_internal_format = GL_LUMINANCE_ALPHA;
- r_gl_format = GL_LUMINANCE_ALPHA;
- r_gl_type = GL_UNSIGNED_BYTE;
-#endif
- } break;
- case Image::FORMAT_R8: {
- r_gl_internal_format = GL_R8;
- r_gl_format = GL_RED;
- r_gl_type = GL_UNSIGNED_BYTE;
-
- } break;
- case Image::FORMAT_RG8: {
- r_gl_internal_format = GL_RG8;
- r_gl_format = GL_RG;
- r_gl_type = GL_UNSIGNED_BYTE;
-
- } break;
- case Image::FORMAT_RGB8: {
- r_gl_internal_format = GL_RGB8;
- r_gl_format = GL_RGB;
- r_gl_type = GL_UNSIGNED_BYTE;
- //r_srgb = true;
-
- } break;
- case Image::FORMAT_RGBA8: {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = GL_RGBA8;
- r_gl_type = GL_UNSIGNED_BYTE;
- //r_srgb = true;
-
- } break;
- case Image::FORMAT_RGBA4444: {
- r_gl_internal_format = GL_RGBA4;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
-
- } break;
- //case Image::FORMAT_RGBA5551: {
- // r_gl_internal_format = GL_RGB5_A1;
- // r_gl_format = GL_RGBA;
- // r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
- //
- //} break;
- case Image::FORMAT_RF: {
- r_gl_internal_format = GL_R32F;
- r_gl_format = GL_RED;
- r_gl_type = GL_FLOAT;
-
- } break;
- case Image::FORMAT_RGF: {
- r_gl_internal_format = GL_RG32F;
- r_gl_format = GL_RG;
- r_gl_type = GL_FLOAT;
-
- } break;
- case Image::FORMAT_RGBF: {
- r_gl_internal_format = GL_RGB32F;
- r_gl_format = GL_RGB;
- r_gl_type = GL_FLOAT;
-
- } break;
- case Image::FORMAT_RGBAF: {
- r_gl_internal_format = GL_RGBA32F;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_FLOAT;
-
- } break;
- case Image::FORMAT_RH: {
- r_gl_internal_format = GL_R16F;
- r_gl_format = GL_RED;
- r_gl_type = GL_HALF_FLOAT;
- } break;
- case Image::FORMAT_RGH: {
- r_gl_internal_format = GL_RG16F;
- r_gl_format = GL_RG;
- r_gl_type = GL_HALF_FLOAT;
-
- } break;
- case Image::FORMAT_RGBH: {
- r_gl_internal_format = GL_RGB16F;
- r_gl_format = GL_RGB;
- r_gl_type = GL_HALF_FLOAT;
-
- } break;
- case Image::FORMAT_RGBAH: {
- r_gl_internal_format = GL_RGBA16F;
- r_gl_format = GL_RGBA;
- 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) {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_DXT3: {
- if (config.s3tc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_DXT5: {
- if (config.s3tc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_RGTC_R: {
- if (config.rgtc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_RGTC_RG: {
- if (config.rgtc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_BPTC_RGBA: {
- if (config.bptc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_BPTC_RGBF: {
- if (config.bptc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
- r_gl_format = GL_RGB;
- r_gl_type = GL_FLOAT;
- r_compressed = true;
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_BPTC_RGBFU: {
- if (config.bptc_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
- r_gl_format = GL_RGB;
- r_gl_type = GL_FLOAT;
- r_compressed = true;
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC: {
- if (config.etc_supported) {
- r_gl_internal_format = _EXT_ETC1_RGB8_OES;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
-
- } break;
- /*
- case Image::FORMAT_ETC2_R11: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
- r_gl_format = GL_RED;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_R11S: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
- r_gl_format = GL_RED;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_RG11: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
- r_gl_format = GL_RG;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_RG11S: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
- r_gl_format = GL_RG;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_RGB8: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
- r_gl_format = GL_RGB;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_RGBA8: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- case Image::FORMAT_ETC2_RGB8A1: {
- if (config.etc2_supported) {
- r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- //r_srgb = true;
-
- } else {
- need_decompress = true;
- }
- } break;
- */
- default: {
- ERR_FAIL_V(Ref<Image>());
- }
- }
-
- if (need_decompress || p_force_decompress) {
- if (!image.is_null()) {
- image = image->duplicate();
- image->decompress();
- ERR_FAIL_COND_V(image->is_compressed(), image);
- switch (image->get_format()) {
- case Image::FORMAT_RGB8: {
- r_gl_format = GL_RGB;
- r_gl_internal_format = GL_RGB;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_real_format = Image::FORMAT_RGB8;
- r_compressed = false;
- } break;
- case Image::FORMAT_RGBA8: {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_real_format = Image::FORMAT_RGBA8;
- r_compressed = false;
- } break;
- default: {
- image->convert(Image::FORMAT_RGBA8);
- r_gl_format = GL_RGBA;
- r_gl_internal_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_real_format = Image::FORMAT_RGBA8;
- r_compressed = false;
-
- } break;
- }
- }
-
- return image;
- }
-
- return p_image;
-}
-
-static const GLenum _cube_side_enum[6] = {
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
-};
-
-RID RasterizerStorageGLES3::texture_allocate() {
- RID id = texture_create();
- ERR_FAIL_COND_V(id == RID(), id);
- return id;
-}
-
-void RasterizerStorageGLES3::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
- Texture *tex = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!tex);
-
- int w = p_image->get_width();
- int h = p_image->get_height();
-
- _texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
- texture_set_data(p_texture, p_image);
-}
-
-void RasterizerStorageGLES3::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
-}
-
-void RasterizerStorageGLES3::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
-}
-
-void RasterizerStorageGLES3::texture_proxy_initialize(RID p_texture, RID p_base) {
- texture_set_proxy(p_texture, p_base);
-}
-
-//RID RasterizerStorageGLES3::texture_2d_create(const Ref<Image> &p_image) {
-// RID id = texture_create();
-// ERR_FAIL_COND_V(id == RID(), id);
-
-// int w = p_image->get_width();
-// int h = p_image->get_height();
-
-// texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
-
-// texture_set_data(id, p_image);
-
-// return id;
-//}
-
-//RID RasterizerStorageGLES3::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
-// return RID();
-//}
-
-//void RasterizerStorageGLES3::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
-// // only 1 layer so far
-// texture_set_data(p_texture, p_image);
-//}
-void RasterizerStorageGLES3::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- // only 1 layer so far
- texture_set_data(p_texture, p_image);
-}
-
-void RasterizerStorageGLES3::texture_2d_placeholder_initialize(RID p_texture) {
-}
-
-void RasterizerStorageGLES3::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
-}
-
-void RasterizerStorageGLES3::texture_3d_placeholder_initialize(RID p_texture) {
-}
-
-Ref<Image> RasterizerStorageGLES3::texture_2d_get(RID p_texture) const {
- Texture *tex = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND_V(!tex, Ref<Image>());
-
- /*
-#ifdef TOOLS_ENABLED
- if (tex->image_cache_2d.is_valid()) {
- return tex->image_cache_2d;
- }
-#endif
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
- 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);
- }
-
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- tex->image_cache_2d = image;
- }
-#endif
-*/
- ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
-
- return tex->images[0];
-
- // return image;
-
- // return Ref<Image>();
-}
-
-void RasterizerStorageGLES3::texture_replace(RID p_texture, RID p_by_texture) {
- Texture *tex_to = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!tex_to);
- Texture *tex_from = texture_owner.get_or_null(p_by_texture);
- ERR_FAIL_COND(!tex_from);
-
- tex_to->destroy();
- tex_to->copy_from(*tex_from);
-
- // copy image data and upload to GL
- tex_to->images.resize(tex_from->images.size());
-
- for (int n = 0; n < tex_from->images.size(); n++) {
- texture_set_data(p_texture, tex_from->images[n], n);
- }
-
- free(p_by_texture);
-}
-
-bool RasterizerStorageGLES3::_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;
-}
-
-RID RasterizerStorageGLES3::texture_create() {
- ERR_FAIL_COND_V(!_is_main_thread(), RID());
-
- Texture *texture = memnew(Texture);
- ERR_FAIL_COND_V(!texture, RID());
- glGenTextures(1, &texture->tex_id);
- texture->active = false;
- texture->total_data_size = 0;
-
- return texture_owner.make_rid(texture);
-}
-
-void RasterizerStorageGLES3::_texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags) {
- // GLenum format;
- // GLenum internal_format;
- // GLenum type;
-
- // bool compressed = false;
-
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video
- }
-
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
- texture->width = p_width;
- texture->height = p_height;
- texture->format = p_format;
- texture->flags = p_flags;
- texture->stored_cube_sides = 0;
- texture->type = p_type;
-
- switch (p_type) {
- case RenderingDevice::TEXTURE_TYPE_2D: {
- texture->target = GL_TEXTURE_2D;
- texture->images.resize(1);
- } break;
- // case RenderingDevice::TEXTURE_TYPE_EXTERNAL: {
- //#ifdef ANDROID_ENABLED
- // texture->target = _GL_TEXTURE_EXTERNAL_OES;
- //#else
- // texture->target = GL_TEXTURE_2D;
- //#endif
- // texture->images.resize(0);
- // } break;
- case RenderingDevice::TEXTURE_TYPE_CUBE: {
- texture->target = GL_TEXTURE_CUBE_MAP;
- texture->images.resize(6);
- } break;
- case RenderingDevice::TEXTURE_TYPE_2D_ARRAY:
- case RenderingDevice::TEXTURE_TYPE_3D: {
- texture->target = GL_TEXTURE_3D;
- ERR_PRINT("3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend.");
- return;
- } break;
- default: {
- ERR_PRINT("Unknown texture type!");
- return;
- }
- }
-
-#if 0
- // if (p_type != RS::TEXTURE_TYPE_EXTERNAL) {
- if (p_type == RenderingDevice::TEXTURE_TYPE_2D) {
- texture->alloc_width = texture->width;
- texture->alloc_height = texture->height;
- texture->resize_to_po2 = false;
- if (!config.support_npot_repeat_mipmap) {
- int po2_width = next_power_of_2(p_width);
- int po2_height = next_power_of_2(p_height);
-
- bool is_po2 = p_width == po2_width && p_height == po2_height;
-
- if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) {
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- //not supported
- ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
- texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS);
- } else {
- texture->alloc_height = po2_height;
- texture->alloc_width = po2_width;
- texture->resize_to_po2 = true;
- }
- }
- }
-
- GLenum format;
- GLenum internal_format;
- GLenum type;
- bool compressed = false;
-
- Image::Format real_format;
- _get_gl_image_and_format(Ref<Image>(),
- texture->format,
- texture->flags,
- real_format,
- format,
- internal_format,
- type,
- compressed,
- texture->resize_to_po2);
-
- texture->gl_format_cache = format;
- texture->gl_type_cache = type;
- texture->gl_internal_format_cache = internal_format;
- texture->data_size = 0;
- texture->mipmaps = 1;
-
- texture->compressed = compressed;
- }
-#endif
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
- // glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- // //prealloc if video
- // glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
- // }
-
- texture->active = true;
-}
-
-void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND(!_is_main_thread());
-
- ERR_FAIL_COND(!texture);
- if (texture->target == GL_TEXTURE_3D) {
- // Target is set to a 3D texture or array texture, exit early to avoid spamming errors
- return;
- }
- ERR_FAIL_COND(!texture->active);
- ERR_FAIL_COND(texture->render_target);
- ERR_FAIL_COND(p_image.is_null());
- ERR_FAIL_COND(texture->format != p_image->get_format());
-
- ERR_FAIL_COND(!p_image->get_width());
- ERR_FAIL_COND(!p_image->get_height());
-
- // ERR_FAIL_COND(texture->type == RS::TEXTURE_TYPE_EXTERNAL);
-
- GLenum type;
- GLenum format;
- GLenum internal_format;
- bool compressed = false;
-
- if (config.keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
- texture->images.write[p_layer] = p_image;
- }
-
- // print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
-
- 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, texture->resize_to_po2);
-
- if (texture->resize_to_po2) {
- if (p_image->is_compressed()) {
- ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
- }
-
- if (img == p_image) {
- img = img->duplicate();
- }
- img->resize_to_po2(false);
- }
-
- if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
- texture->alloc_height = MAX(1, texture->alloc_height / 2);
- texture->alloc_width = MAX(1, texture->alloc_width / 2);
-
- 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_RGBA8) {
- img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
- }
- }
-
- GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
-
- texture->data_size = img->get_data().size();
- Vector<uint8_t> read = img->get_data();
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- texture->ignore_mipmaps = compressed && !img->has_mipmaps();
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
-
- //set swizle for older format compatibility
-#ifdef GLES_OVER_GL
- switch (texture->format) {
- case Image::FORMAT_L8: {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
-
- } break;
- case Image::FORMAT_LA8: {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
- } break;
- default: {
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
- glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
-
- } break;
- }
-#endif
-
- int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
-
- int w = img->get_width();
- int h = img->get_height();
-
- int tsize = 0;
-
- for (int i = 0; i < mipmaps; i++) {
- int size, ofs;
- img->get_mipmap_offset_and_size(i, ofs, size);
-
- if (compressed) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-
- int bw = w;
- int bh = h;
-
- glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
- } else {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
- } else {
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
- }
- }
-
- tsize += size;
-
- w = MAX(1, w >> 1);
- h = MAX(1, h >> 1);
- }
-
- info.texture_mem -= texture->total_data_size;
- texture->total_data_size = tsize;
- info.texture_mem += texture->total_data_size;
-
- // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem);
-
- texture->stored_cube_sides |= (1 << p_layer);
-
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
- //generate mipmaps if they were requested and the image does not contain them
- glGenerateMipmap(texture->target);
- }
-
- texture->mipmaps = mipmaps;
-}
-
-void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
- // TODO
- ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
-}
-
-/*
-Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, Ref<Image>());
- ERR_FAIL_COND_V(!texture->active, Ref<Image>());
- ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
-
- if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
- return texture->images[p_layer];
- }
-
-#ifdef GLES_OVER_GL
-
- Image::Format real_format;
- GLenum gl_format;
- GLenum gl_internal_format;
- GLenum gl_type;
- bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
-
- PoolVector<uint8_t> data;
-
- int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
-
- data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
- PoolVector<uint8_t>::Write wb = data.write();
-
- 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, real_format, i);
-
- if (texture->compressed) {
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- glGetCompressedTexImage(texture->target, i, &wb[ofs]);
- } else {
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
- }
- }
-
- wb.release();
-
- data.resize(data_size);
-
- Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
-
- return Ref<Image>(img);
-#else
-
- Image::Format real_format;
- GLenum gl_format;
- GLenum gl_internal_format;
- GLenum gl_type;
- bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
-
- PoolVector<uint8_t> data;
-
- 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 memory at the end, just in case for buggy drivers
- PoolVector<uint8_t>::Write wb = data.write();
-
- GLuint temp_framebuffer;
- glGenFramebuffers(1, &temp_framebuffer);
-
- GLuint temp_color_texture;
- glGenTextures(1, &temp_color_texture);
-
- glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
-
- glBindTexture(GL_TEXTURE_2D, temp_color_texture);
- 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);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
-
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthFunc(GL_LEQUAL);
- glColorMask(1, 1, 1, 1);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-
- glViewport(0, 0, texture->alloc_width, texture->alloc_height);
-
- shaders.copy.bind();
-
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
- bind_quad_array();
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
-
- glDeleteTextures(1, &temp_color_texture);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &temp_framebuffer);
-
- wb.release();
-
- 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);
-
-#endif
-}
-*/
-
-void RasterizerStorageGLES3::_texture_set_state_from_flags(Texture *p_tex) {
- if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps) {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- // these do not exactly correspond ...
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
- }
- } else {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
- //texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
- // texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
- }
- }
-
- if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) {
- if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- }
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- }
-}
-
-void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
-
- texture->flags = p_flags;
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
-
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
- if (!had_mipmaps && texture->mipmaps == 1) {
- glGenerateMipmap(texture->target);
- }
- }
-}
-
-uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->flags;
-}
-
-Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
-
- return texture->format;
-}
-
-RenderingDevice::TextureType RasterizerStorageGLES3::texture_get_type(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D);
-
- return texture->type;
-}
-
-uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->tex_id;
-}
-
-void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) {
- Texture *texture = texture_owner.get_or_null(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_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->width;
-}
-
-uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->height;
-}
-
-uint32_t RasterizerStorageGLES3::texture_get_depth(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->depth;
-}
-
-void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height) {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
-
- ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
- ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
- //real texture size is in alloc width and height
- texture->width = p_width;
- texture->height = p_height;
-}
-
-void RasterizerStorageGLES3::texture_set_path(RID p_texture, const String &p_path) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- texture->path = p_path;
-}
-
-String RasterizerStorageGLES3::texture_get_path(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND_V(!texture, "");
-
- return texture->path;
-}
-
-void RasterizerStorageGLES3::texture_debug_usage(List<RS::TextureInfo> *r_info) {
- List<RID> textures;
- texture_owner.get_owned_list(&textures);
-
- for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
- Texture *t = texture_owner.get_or_null(E->get());
- if (!t) {
- continue;
- }
- RS::TextureInfo tinfo;
- tinfo.path = t->path;
- tinfo.format = t->format;
- tinfo.width = t->alloc_width;
- tinfo.height = t->alloc_height;
- tinfo.depth = 0;
- tinfo.bytes = t->total_data_size;
- r_info->push_back(tinfo);
- }
-}
-
-void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
- config.shrink_textures_x2 = p_enable;
-}
-
-void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
- config.keep_original_textures = p_enable;
-}
-
-Size2 RasterizerStorageGLES3::texture_size_with_proxy(RID p_texture) {
- const Texture *texture = texture_owner.get_or_null(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);
- }
-}
-
-// example use in 3.2
-// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
-
-// p_proxy is the source (pre-existing) texture?
-// and p_texture is the one that is being made into a proxy?
-//This naming is confusing. Comments!!!
-
-// The naming of the parameters seemed to be reversed?
-// The p_proxy is the source texture
-// and p_texture is actually the proxy????
-
-void RasterizerStorageGLES3::texture_set_proxy(RID p_texture, RID p_proxy) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- if (texture->proxy) {
- texture->proxy->proxy_owners.erase(texture);
- texture->proxy = nullptr;
- }
-
- if (p_proxy.is_valid()) {
- Texture *proxy = texture_owner.get_or_null(p_proxy);
- ERR_FAIL_COND(!proxy);
- ERR_FAIL_COND(proxy == texture);
- proxy->proxy_owners.insert(texture);
- texture->proxy = proxy;
- }
-}
-
-void RasterizerStorageGLES3::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- texture->redraw_if_visible = p_enable;
-}
-
-void RasterizerStorageGLES3::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- texture->detect_3d = p_callback;
- texture->detect_3d_ud = p_userdata;
-}
-
-void RasterizerStorageGLES3::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- texture->detect_srgb = p_callback;
- texture->detect_srgb_ud = p_userdata;
-}
-
-void RasterizerStorageGLES3::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- texture->detect_normal = p_callback;
- texture->detect_normal_ud = p_userdata;
-}
-
-RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
- return RID();
-}
-
-RID RasterizerStorageGLES3::canvas_texture_allocate() {
- return canvas_texture_owner.allocate_rid();
-}
-
-void RasterizerStorageGLES3::canvas_texture_initialize(RID p_rid) {
- canvas_texture_owner.initialize_rid(p_rid);
-}
-
-void RasterizerStorageGLES3::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- switch (p_channel) {
- case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
- ct->diffuse = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
- ct->normal_map = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
- ct->specular = p_texture;
- } break;
- }
-}
-
-void RasterizerStorageGLES3::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->specular_color.r = p_specular_color.r;
- ct->specular_color.g = p_specular_color.g;
- ct->specular_color.b = p_specular_color.b;
- ct->specular_color.a = p_shininess;
-}
-
-void RasterizerStorageGLES3::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->texture_filter = p_filter;
-}
-void RasterizerStorageGLES3::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->texture_repeat = p_repeat;
-}
-
RID RasterizerStorageGLES3::sky_create() {
Sky *sky = memnew(Sky);
sky->radiance = 0;
@@ -1271,951 +58,6 @@ RID RasterizerStorageGLES3::sky_create() {
void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
}
-/* SHADER API */
-
-RID RasterizerStorageGLES3::shader_allocate() {
- Shader *shader = memnew(Shader);
- shader->mode = RS::SHADER_CANVAS_ITEM;
- //shader->shader = &scene->state.scene_shader;
- RID rid = shader_owner.make_rid(shader);
- _shader_make_dirty(shader);
- shader->self = rid;
-
- return rid;
-}
-
-void RasterizerStorageGLES3::shader_initialize(RID p_rid) {
- // noop
-}
-
-//RID RasterizerStorageGLES3::shader_create() {
-// Shader *shader = memnew(Shader);
-// shader->mode = RS::SHADER_SPATIAL;
-// shader->shader = &scene->state.scene_shader;
-// RID rid = shader_owner.make_rid(shader);
-// _shader_make_dirty(shader);
-// shader->self = rid;
-
-// return rid;
-//}
-
-void RasterizerStorageGLES3::_shader_make_dirty(Shader *p_shader) {
- if (p_shader->dirty_list.in_list()) {
- return;
- }
-
- _shader_dirty_list.add(&p_shader->dirty_list);
-}
-
-void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String &p_code) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
-
- shader->code = p_code;
-
- String mode_string = ShaderLanguage::get_shader_type(p_code);
- RS::ShaderMode mode;
-
- if (mode_string == "canvas_item") {
- mode = RS::SHADER_CANVAS_ITEM;
- } else if (mode_string == "particles") {
- mode = RS::SHADER_PARTICLES;
- } else if (mode_string == "sky") {
- mode = RS::SHADER_SKY;
- } else if (mode_string == "spatial") {
- mode = RS::SHADER_SPATIAL;
- } else {
- mode = RS::SHADER_MAX;
- ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
- }
-
- if (shader->version.is_valid() && mode != shader->mode) {
- shader->shader->version_free(shader->version);
- shader->version = RID();
- }
-
- shader->mode = mode;
-
- // TODO handle all shader types
- if (mode == RS::SHADER_CANVAS_ITEM) {
- shader->shader = &canvas->state.canvas_shader;
-
- } else if (mode == RS::SHADER_SPATIAL) {
- //shader->shader = &scene->state.scene_shader;
- } else if (mode == RS::SHADER_PARTICLES) {
- } else if (mode == RS::SHADER_SKY) {
- } else {
- return;
- }
-
- if (shader->version.is_null() && shader->shader) {
- shader->version = shader->shader->version_create();
- }
-
- _shader_make_dirty(shader);
-}
-
-String RasterizerStorageGLES3::shader_get_code(RID p_shader) const {
- const Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, "");
-
- return shader->code;
-}
-
-void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
- _shader_dirty_list.remove(&p_shader->dirty_list);
-
- p_shader->valid = false;
-
- p_shader->uniforms.clear();
-
- if (p_shader->code.is_empty()) {
- return; //just invalid, but no error
- }
-
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions *actions = nullptr;
-
- switch (p_shader->mode) {
- case RS::SHADER_CANVAS_ITEM: {
- p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
- p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
-
- p_shader->canvas_item.uses_screen_texture = false;
- p_shader->canvas_item.uses_screen_uv = false;
- p_shader->canvas_item.uses_time = false;
- p_shader->canvas_item.uses_modulate = false;
- p_shader->canvas_item.uses_color = false;
- p_shader->canvas_item.uses_vertex = false;
-
- p_shader->canvas_item.uses_world_matrix = false;
- p_shader->canvas_item.uses_extra_matrix = false;
- p_shader->canvas_item.uses_projection_matrix = false;
- p_shader->canvas_item.uses_instance_custom = false;
-
- shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
- shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
- shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
- shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
- shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
-
- shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
- shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
-
- shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
- shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
- shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
- shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
- shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
- shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
-
- shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
-
- shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
- shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
- shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
- shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
-
- actions = &shaders.actions_canvas;
- actions->uniforms = &p_shader->uniforms;
- } break;
-
- case RS::SHADER_SPATIAL: {
- // TODO remove once 3D is added back
- return;
- p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
- p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
- p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
- p_shader->spatial.uses_alpha = false;
- p_shader->spatial.uses_alpha_scissor = false;
- p_shader->spatial.uses_discard = false;
- p_shader->spatial.unshaded = false;
- p_shader->spatial.no_depth_test = false;
- p_shader->spatial.uses_sss = false;
- p_shader->spatial.uses_time = false;
- p_shader->spatial.uses_vertex_lighting = false;
- p_shader->spatial.uses_screen_texture = false;
- p_shader->spatial.uses_depth_texture = false;
- p_shader->spatial.uses_vertex = false;
- p_shader->spatial.uses_tangent = false;
- p_shader->spatial.uses_ensure_correct_normals = false;
- p_shader->spatial.writes_modelview_or_projection = false;
- p_shader->spatial.uses_world_coordinates = false;
-
- shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
- shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
- shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
- shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
-
- shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
- shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
- shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
- shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
-
- shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
- shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
- shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
-
- shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
- shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
-
- shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
-
- shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
-
- shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
-
- shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
- shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
-
- 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.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
- shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
-
- // Use of any of these BUILTINS indicate the need for transformed tangents.
- // This is needed to know when to transform tangents in software skinning.
- shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
- shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
-
- 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;
- shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
-
- actions = &shaders.actions_scene;
- actions->uniforms = &p_shader->uniforms;
- } break;
-
- default: {
- return;
- } break;
- }
-
- Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
- if (err != OK) {
- return;
- }
-
- Vector<StringName> texture_uniform_names;
- for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
- texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
- }
-
- p_shader->shader->version_set_code(p_shader->version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
-
- p_shader->texture_uniforms = gen_code.texture_uniforms;
-
- p_shader->uses_vertex_time = gen_code.uses_vertex_time;
- p_shader->uses_fragment_time = gen_code.uses_fragment_time;
-
- for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
- _material_make_dirty(E->self());
- }
-
- p_shader->valid = true;
-}
-
-void RasterizerStorageGLES3::update_dirty_shaders() {
- while (_shader_dirty_list.first()) {
- _update_shader(_shader_dirty_list.first()->self());
- }
-}
-
-void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
-
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
- }
-
- Map<int, StringName> order;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi;
- ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
-
- pi.name = E->get();
-
- switch (u.type) {
- case ShaderLanguage::TYPE_VOID: {
- pi.type = Variant::NIL;
- } break;
-
- case ShaderLanguage::TYPE_BOOL: {
- pi.type = Variant::BOOL;
- } break;
-
- // bool vectors
- case ShaderLanguage::TYPE_BVEC2: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y";
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y,z";
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y,z,w";
- } break;
-
- // int stuff
- case ShaderLanguage::TYPE_UINT:
- case ShaderLanguage::TYPE_INT: {
- pi.type = Variant::INT;
-
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
- pi.hint = PROPERTY_HINT_RANGE;
- pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
- }
- } break;
-
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_UVEC2:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_IVEC4:
- case ShaderLanguage::TYPE_UVEC4: {
- // not sure what this should be in godot 4
- // pi.type = Variant::POOL_INT_ARRAY;
- pi.type = Variant::PACKED_INT32_ARRAY;
- } break;
-
- case ShaderLanguage::TYPE_FLOAT: {
- pi.type = Variant::FLOAT;
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
- pi.hint = PROPERTY_HINT_RANGE;
- pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
- }
- } break;
-
- case ShaderLanguage::TYPE_VEC2: {
- pi.type = Variant::VECTOR2;
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- pi.type = Variant::VECTOR3;
- } break;
-
- case ShaderLanguage::TYPE_VEC4: {
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
- pi.type = Variant::COLOR;
- } else {
- pi.type = Variant::PLANE;
- }
- } break;
-
- case ShaderLanguage::TYPE_MAT2: {
- pi.type = Variant::TRANSFORM2D;
- } break;
-
- case ShaderLanguage::TYPE_MAT3: {
- pi.type = Variant::BASIS;
- } break;
-
- case ShaderLanguage::TYPE_MAT4: {
- pi.type = Variant::TRANSFORM3D;
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2D:
- // case ShaderLanguage::TYPE_SAMPLEREXT:
- case ShaderLanguage::TYPE_ISAMPLER2D:
- case ShaderLanguage::TYPE_USAMPLER2D: {
- pi.type = Variant::OBJECT;
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "Texture";
- } break;
-
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
- pi.type = Variant::OBJECT;
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "CubeMap";
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
- case ShaderLanguage::TYPE_SAMPLER3D:
- case ShaderLanguage::TYPE_ISAMPLER3D:
- case ShaderLanguage::TYPE_USAMPLER3D: {
- // Not implemented in OpenGL
- } break;
- // new for godot 4
- case ShaderLanguage::TYPE_SAMPLERCUBEARRAY:
- case ShaderLanguage::TYPE_STRUCT:
- case ShaderLanguage::TYPE_MAX: {
- } break;
- }
-
- p_param_list->push_back(pi);
- }
-}
-
-void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
- ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
-
- if (!p_texture.is_valid()) {
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- shader->default_textures[p_name].erase(p_index);
-
- if (shader->default_textures[p_name].is_empty()) {
- shader->default_textures.erase(p_name);
- }
- }
- } else {
- if (!shader->default_textures.has(p_name)) {
- shader->default_textures[p_name] = Map<int, RID>();
- }
- shader->default_textures[p_name][p_index] = p_texture;
- }
-
- _shader_make_dirty(shader);
-}
-
-RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
- const Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, RID());
-
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- return shader->default_textures[p_name][p_index];
- }
-
- return RID();
-}
-
-/* COMMON MATERIAL API */
-
-void RasterizerStorageGLES3::_material_make_dirty(Material *p_material) const {
- if (p_material->dirty_list.in_list()) {
- return;
- }
-
- _material_dirty_list.add(&p_material->dirty_list);
-}
-
-RID RasterizerStorageGLES3::material_allocate() {
- Material *material = memnew(Material);
- return material_owner.make_rid(material);
-}
-
-void RasterizerStorageGLES3::material_initialize(RID p_rid) {
-}
-
-//RID RasterizerStorageGLES3::material_create() {
-// Material *material = memnew(Material);
-
-// return material_owner.make_rid(material);
-//}
-
-void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Shader *shader = shader_owner.get_or_null(p_shader);
-
- if (material->shader) {
- // if a shader is present, remove the old shader
- material->shader->materials.remove(&material->list);
- }
-
- material->shader = shader;
-
- if (shader) {
- shader->materials.add(&material->list);
- }
-
- _material_make_dirty(material);
-}
-
-RID RasterizerStorageGLES3::material_get_shader(RID p_material) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
- if (material->shader) {
- return material->shader->self;
- }
-
- return RID();
-}
-
-void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- if (p_value.get_type() == Variant::NIL) {
- material->params.erase(p_param);
- } else {
- material->params[p_param] = p_value;
- }
-
- _material_make_dirty(material);
-}
-
-Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName &p_param) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
- if (material->params.has(p_param)) {
- return material->params[p_param];
- }
-
- return material_get_param_default(p_material, p_param);
-}
-
-Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const StringName &p_param) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, Variant());
-
- if (material->shader) {
- if (material->shader->uniforms.has(p_param)) {
- ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- }
- return Variant();
-}
-
-void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- material->line_width = p_width;
-}
-
-void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- material->next_pass = p_next_material;
-}
-
-bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
- }
-
- bool animated = material->is_animated_cache;
- if (!animated && material->next_pass.is_valid()) {
- animated = material_is_animated(material->next_pass);
- }
- return animated;
-}
-
-bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
- }
-
- bool casts_shadows = material->can_cast_shadow_cache;
-
- if (!casts_shadows && material->next_pass.is_valid()) {
- casts_shadows = material_casts_shadows(material->next_pass);
- }
-
- return casts_shadows;
-}
-
-bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
-
- if (!material->shader) {
- return false;
- }
-
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
- }
-
- return material->shader->spatial.uses_tangent;
-}
-
-bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
-
- if (!material->shader) {
- return false;
- }
-
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
- }
-
- return material->shader->spatial.uses_ensure_correct_normals;
-}
-
-void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- if (E) {
- E->get()++;
- } else {
- material->instance_owners[p_instance] = 1;
- }
-*/
-}
-
-void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- ERR_FAIL_COND(!E);
-
- E->get()--;
-
- if (E->get() == 0) {
- material->instance_owners.erase(E);
- }
-*/
-}
-
-void RasterizerStorageGLES3::material_set_render_priority(RID p_material, int priority) {
- ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);
- ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
-
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- material->render_priority = priority;
-}
-
-void RasterizerStorageGLES3::_update_material(Material *p_material) {
- if (p_material->dirty_list.in_list()) {
- _material_dirty_list.remove(&p_material->dirty_list);
- }
-
- if (p_material->shader && p_material->shader->dirty_list.in_list()) {
- _update_shader(p_material->shader);
- }
-
- if (p_material->shader && !p_material->shader->valid) {
- return;
- }
-
- {
- bool can_cast_shadow = false;
- bool is_animated = false;
-
- if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
- if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
- can_cast_shadow = true;
- }
-
- if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
- is_animated = true;
- }
-
- if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
- is_animated = true;
- }
-
- if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
- p_material->can_cast_shadow_cache = can_cast_shadow;
- p_material->is_animated_cache = is_animated;
-
- /*
- for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
- E->key()->material_changed_notify();
- }
-
- for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_changed(false, true);
- }
- */
- }
- }
- }
-
- // uniforms and other things will be set in the use_material method in ShaderGLES3
-
- if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) {
- p_material->textures.resize(p_material->shader->texture_uniforms.size());
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order < 0) {
- continue; // not a texture, does not go here
- }
-
- RID texture;
-
- Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
-
- if (V) {
- texture = V->get();
- }
-
- if (!texture.is_valid()) {
- Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
-
- // TODO: make texture uniform array properly works with GLES3
- if (W && W->get().has(0)) {
- texture = W->get()[0];
- }
- }
-
- p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
- }
- } else {
- p_material->textures.clear();
- }
-}
-/*
-void RasterizerStorageGLES3::_material_add_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
-
- if (I) {
- I->get()++;
- } else {
- material->geometry_owners[p_geometry] = 1;
- }
-}
-
-void RasterizerStorageGLES3::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
- ERR_FAIL_COND(!I);
-
- I->get()--;
-
- if (I->get() == 0) {
- material->geometry_owners.erase(I);
- }
-}
-*/
-void RasterizerStorageGLES3::update_dirty_materials() {
- while (_material_dirty_list.first()) {
- Material *material = _material_dirty_list.first()->self();
- _update_material(material);
- }
-}
-
-/* MESH API */
-
-RID RasterizerStorageGLES3::mesh_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::mesh_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
-}
-
-bool RasterizerStorageGLES3::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
- return false;
-}
-
-RID RasterizerStorageGLES3::mesh_instance_create(RID p_base) {
- return RID();
-}
-
-void RasterizerStorageGLES3::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
-}
-
-void RasterizerStorageGLES3::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
-}
-
-void RasterizerStorageGLES3::mesh_instance_check_for_update(RID p_mesh_instance) {
-}
-
-void RasterizerStorageGLES3::update_mesh_instances() {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
-}
-
-float RasterizerStorageGLES3::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
- return 0.0;
-}
-
-void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
-}
-
-int RasterizerStorageGLES3::mesh_get_blend_shape_count(RID p_mesh) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
-}
-
-RS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh) const {
- return RS::BLEND_SHAPE_MODE_NORMALIZED;
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
-}
-
-RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- return RID();
-}
-
-RS::SurfaceData RasterizerStorageGLES3::mesh_get_surface(RID p_mesh, int p_surface) const {
- return RS::SurfaceData();
-}
-
-int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const {
- return 1;
-}
-
-void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
-}
-
-AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
- return AABB();
-}
-
-AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- return AABB();
-}
-
-void RasterizerStorageGLES3::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
-}
-
-void RasterizerStorageGLES3::mesh_clear(RID p_mesh) {
-}
-
-/* MULTIMESH API */
-
-RID RasterizerStorageGLES3::multimesh_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::multimesh_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
-}
-
-int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
-}
-
-RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const {
- return RID();
-}
-
-AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const {
- return AABB();
-}
-
-Transform3D RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- return Transform3D();
-}
-
-Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- return Transform2D();
-}
-
-Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- return Color();
-}
-
-Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- return Color();
-}
-
-void RasterizerStorageGLES3::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
-}
-
-Vector<float> RasterizerStorageGLES3::multimesh_get_buffer(RID p_multimesh) const {
- return Vector<float>();
-}
-
-void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
-}
-
-int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const {
- return 0;
-}
-
-/* SKELETON API */
-
-RID RasterizerStorageGLES3::skeleton_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::skeleton_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
-}
-
-void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
-}
-
-int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
-}
-
-Transform3D RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- return Transform3D();
-}
-
-void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
-}
-
-Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- return Transform2D();
-}
-
/* Light API */
RID RasterizerStorageGLES3::directional_light_allocate() {
@@ -2289,11 +131,11 @@ bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) con
return false;
}
-void RasterizerStorageGLES3::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
+void RasterizerStorageGLES3::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
}
-bool RasterizerStorageGLES3::light_directional_is_sky_only(RID p_light) const {
- return false;
+RS::LightDirectionalSkyMode RasterizerStorageGLES3::light_directional_get_sky_mode(RID p_light) const {
+ return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
}
RS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
@@ -2412,47 +254,11 @@ bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const
void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
}
-void RasterizerStorageGLES3::skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) {
-}
-
-/* DECAL API */
-
-RID RasterizerStorageGLES3::decal_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::decal_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
-}
-
-void RasterizerStorageGLES3::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
-}
-
-void RasterizerStorageGLES3::decal_set_emission_energy(RID p_decal, float p_energy) {
-}
-
-void RasterizerStorageGLES3::decal_set_albedo_mix(RID p_decal, float p_mix) {
-}
-
-void RasterizerStorageGLES3::decal_set_modulate(RID p_decal, const Color &p_modulate) {
-}
-
-void RasterizerStorageGLES3::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
-}
-
-void RasterizerStorageGLES3::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
-}
-
-void RasterizerStorageGLES3::decal_set_fade(RID p_decal, float p_above, float p_below) {
-}
-
-void RasterizerStorageGLES3::decal_set_normal_fade(RID p_decal, float p_fade) {
+void RasterizerStorageGLES3::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
}
-AABB RasterizerStorageGLES3::decal_get_aabb(RID p_decal) const {
- return AABB();
+float RasterizerStorageGLES3::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
+ return 0.0;
}
/* VOXEL GI API */
@@ -2742,6 +548,10 @@ void RasterizerStorageGLES3::particles_set_canvas_sdf_collision(RID p_particles,
void RasterizerStorageGLES3::update_particles() {
}
+bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
+ return false;
+}
+
/* PARTICLES COLLISION */
RID RasterizerStorageGLES3::particles_collision_allocate() {
@@ -2848,56 +658,10 @@ AABB RasterizerStorageGLES3::visibility_notifier_get_aabb(RID p_notifier) const
void RasterizerStorageGLES3::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
}
-/* GLOBAL VARIABLES */
-
-void RasterizerStorageGLES3::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
-}
-
-void RasterizerStorageGLES3::global_variable_remove(const StringName &p_name) {
-}
-
-Vector<StringName> RasterizerStorageGLES3::global_variable_get_list() const {
- return Vector<StringName>();
-}
-
-void RasterizerStorageGLES3::global_variable_set(const StringName &p_name, const Variant &p_value) {
-}
-
-void RasterizerStorageGLES3::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
-}
-
-Variant RasterizerStorageGLES3::global_variable_get(const StringName &p_name) const {
- return Variant();
-}
-
-RS::GlobalVariableType RasterizerStorageGLES3::global_variable_get_type(const StringName &p_name) const {
- return RS::GLOBAL_VAR_TYPE_MAX;
-}
-
-void RasterizerStorageGLES3::global_variables_load_settings(bool p_load_textures) {
-}
-
-void RasterizerStorageGLES3::global_variables_clear() {
-}
-
-int32_t RasterizerStorageGLES3::global_variables_instance_allocate(RID p_instance) {
- return 0;
-}
-
-void RasterizerStorageGLES3::global_variables_instance_free(RID p_instance) {
-}
-
-void RasterizerStorageGLES3::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
-}
-
-bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
- return false;
-}
-
/* RENDER TARGET */
void RasterizerStorageGLES3::_set_current_render_target(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
if (rt) {
if (rt->allocate_is_dirty) {
@@ -2923,7 +687,7 @@ void RasterizerStorageGLES3::_set_current_render_target(RID p_render_target) {
}
}
-void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
+void RasterizerStorageGLES3::_render_target_allocate(GLES3::RenderTarget *rt) {
// do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0) {
return;
@@ -2964,7 +728,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
{
/* Front FBO */
- Texture *texture = texture_owner.get_or_null(rt->texture);
+ GLES3::Texture *texture = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
ERR_FAIL_COND(!texture);
// framebuffer
@@ -2977,7 +741,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
- if (texture->flags & TEXTURE_FLAG_FILTER) {
+ if (texture->flags & GLES3::TEXTURE_FLAG_FILTER) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
@@ -2992,10 +756,10 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
// depth
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -3007,7 +771,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
@@ -3016,7 +780,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
@@ -3045,7 +809,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
texture->alloc_height = rt->height;
texture->active = true;
- texture_set_flags(rt->texture, texture->flags);
+ GLES3::TextureStorage::get_singleton()->texture_set_flags(rt->texture, texture->flags);
}
/* BACK FBO */
@@ -3071,7 +835,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->multisample_depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
@@ -3160,7 +924,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
int fb_h = h;
while (true) {
- RenderTarget::MipMaps::Size mm;
+ GLES3::RenderTarget::MipMaps::Size mm;
mm.width = w;
mm.height = h;
rt->mip_maps[i].sizes.push_back(mm);
@@ -3178,7 +942,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
GLsizei width = fb_w;
GLsizei height = fb_h;
- if (config.render_to_mipmap_supported) {
+ if (config->render_to_mipmap_supported) {
glGenTextures(1, &rt->mip_maps[i].color);
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
@@ -3211,12 +975,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glDepthMask(GL_TRUE);
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
- RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
+ GLES3::RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
glGenFramebuffers(1, &mm.fbo);
bind_framebuffer(mm.fbo);
- if (config.render_to_mipmap_supported) {
+ if (config->render_to_mipmap_supported) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
} else {
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
@@ -3225,7 +989,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
bool used_depth = false;
if (j == 0 && i == 0) { //use always
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
@@ -3250,7 +1014,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
rt->mip_maps[i].levels = level;
- if (config.render_to_mipmap_supported) {
+ if (config->render_to_mipmap_supported) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -3263,7 +1027,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
bind_framebuffer_system();
}
-void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
+void RasterizerStorageGLES3::_render_target_clear(GLES3::RenderTarget *rt) {
// there is nothing to clear when DIRECT_TO_SCREEN is used
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
return;
@@ -3280,20 +1044,20 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
- Texture *t = texture_owner.get_or_null(rt->external.texture);
+ GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(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);
+ GLES3::TextureStorage::get_singleton()->texture_free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
}
if (rt->depth) {
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
@@ -3302,7 +1066,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
rt->depth = 0;
}
- Texture *tex = texture_owner.get_or_null(rt->texture);
+ GLES3::Texture *tex = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
@@ -3345,8 +1109,8 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
}
RID RasterizerStorageGLES3::render_target_create() {
- RenderTarget *rt = memnew(RenderTarget);
- Texture *t = memnew(Texture);
+ GLES3::RenderTarget *rt = memnew(GLES3::RenderTarget);
+ GLES3::Texture *t = memnew(GLES3::Texture);
t->type = RenderingDevice::TEXTURE_TYPE_2D;
t->flags = 0;
@@ -3368,12 +1132,12 @@ RID RasterizerStorageGLES3::render_target_create() {
t->tex_id = 0;
t->render_target = rt;
- rt->texture = texture_owner.make_rid(t);
+ rt->texture = GLES3::TextureStorage::get_singleton()->make_rid(t);
return render_target_owner.make_rid(rt);
}
void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->x = p_x;
@@ -3381,7 +1145,7 @@ void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int
}
void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_width == rt->width && p_height == rt->height) {
@@ -3401,14 +1165,14 @@ void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_w
// TODO: convert to Size2i internally
Size2i RasterizerStorageGLES3::render_target_get_size(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Size2());
return Size2i(rt->width, rt->height);
}
RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
if (rt->external.fbo == 0) {
@@ -3419,7 +1183,7 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) {
}
void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_texture_id == 0) {
@@ -3433,13 +1197,13 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
}
// clean up our texture
- Texture *t = texture_owner.get_or_null(rt->external.texture);
+ GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(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);
+ GLES3::TextureStorage::get_singleton()->texture_free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
@@ -3447,7 +1211,7 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
rt->external.depth = 0;
}
} else {
- Texture *t;
+ GLES3::Texture *t;
if (rt->external.fbo == 0) {
// create our fbo
@@ -3455,7 +1219,7 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
bind_framebuffer(rt->external.fbo);
// allocate a texture
- t = memnew(Texture);
+ t = memnew(GLES3::Texture);
t->type = RenderingDevice::TEXTURE_TYPE_2D;
t->flags = 0;
@@ -3478,14 +1242,14 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
t->tex_id = 0;
t->render_target = rt;
- rt->external.texture = texture_owner.make_rid(t);
+ rt->external.texture = GLES3::TextureStorage::get_singleton()->make_rid(t);
} else {
// bind our frame buffer
bind_framebuffer(rt->external.fbo);
// find our texture
- t = texture_owner.get_or_null(rt->external.texture);
+ t = GLES3::TextureStorage::get_singleton()->get_texture(rt->external.texture);
}
// set our texture
@@ -3504,7 +1268,7 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
@@ -3524,7 +1288,7 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
}
void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
// When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
@@ -3556,21 +1320,21 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
}
bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->used_in_frame;
}
void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->msaa == p_msaa) {
@@ -3582,20 +1346,20 @@ void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, RS::Vie
_render_target_allocate(rt);
}
-//RasterizerStorageGLES3::RenderTarget * RasterizerStorageGLES3::render_target_get(RID p_render_target)
+//RasterizerStorageGLES3::GLES3::RenderTarget * RasterizerStorageGLES3::render_target_get(RID p_render_target)
//{
// return render_target_owner.get_or_null(p_render_target);
//}
void RasterizerStorageGLES3::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->use_fxaa = p_fxaa;
}
void RasterizerStorageGLES3::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_debanding) {
@@ -3606,7 +1370,7 @@ void RasterizerStorageGLES3::render_target_set_use_debanding(RID p_render_target
}
void RasterizerStorageGLES3::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = true;
rt->clear_color = p_clear_color;
@@ -3617,18 +1381,18 @@ void RasterizerStorageGLES3::render_target_request_clear(RID p_render_target, co
}
bool RasterizerStorageGLES3::render_target_is_clear_requested(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->clear_requested;
}
Color RasterizerStorageGLES3::render_target_get_clear_request_color(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Color());
return rt->clear_color;
}
void RasterizerStorageGLES3::render_target_disable_clear_request(RID p_render_target) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = false;
}
@@ -3651,8 +1415,8 @@ void RasterizerStorageGLES3::render_target_mark_sdf_enabled(RID p_render_target,
RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
CanvasLightShadow *cls = memnew(CanvasLightShadow);
- if (p_width > config.max_texture_size) {
- p_width = config.max_texture_size;
+ if (p_width > config->max_texture_size) {
+ p_width = config->max_texture_size;
}
cls->size = p_width;
@@ -3665,12 +1429,12 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, 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) {
+ if (config->use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
#ifdef GLES_OVER_GL
@@ -3822,33 +1586,23 @@ RS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
bool RasterizerStorageGLES3::free(RID p_rid) {
if (render_target_owner.owns(p_rid)) {
- RenderTarget *rt = render_target_owner.get_or_null(p_rid);
+ GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_rid);
_render_target_clear(rt);
- Texture *t = texture_owner.get_or_null(rt->texture);
+ GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
if (t) {
- texture_owner.free(rt->texture);
+ GLES3::TextureStorage::get_singleton()->texture_free(rt->texture);
memdelete(t);
}
render_target_owner.free(p_rid);
memdelete(rt);
return true;
- } else if (texture_owner.owns(p_rid)) {
- Texture *t = texture_owner.get_or_null(p_rid);
- // can't free a render target texture
- ERR_FAIL_COND_V(t->render_target, true);
- if (t->canvas_texture) {
- memdelete(t->canvas_texture);
- }
-
- info.texture_mem -= t->total_data_size;
- texture_owner.free(p_rid);
- memdelete(t);
-
+ } else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
+ GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
- } else if (canvas_texture_owner.owns(p_rid)) {
- canvas_texture_owner.free(p_rid);
+ } else if (GLES3::CanvasTextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
+ GLES3::CanvasTextureStorage::get_singleton()->canvas_texture_free(p_rid);
return true;
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
@@ -3857,63 +1611,12 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
memdelete(sky);
return true;
- } else if (shader_owner.owns(p_rid)) {
- Shader *shader = shader_owner.get_or_null(p_rid);
-
- if (shader->shader && shader->version.is_valid()) {
- shader->shader->version_free(shader->version);
- }
-
- if (shader->dirty_list.in_list()) {
- _shader_dirty_list.remove(&shader->dirty_list);
- }
-
- while (shader->materials.first()) {
- Material *m = shader->materials.first()->self();
-
- m->shader = nullptr;
- _material_make_dirty(m);
-
- shader->materials.remove(shader->materials.first());
- }
-
- shader_owner.free(p_rid);
- memdelete(shader);
-
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
return true;
- } else if (material_owner.owns(p_rid)) {
- Material *m = material_owner.get_or_null(p_rid);
-
- if (m->shader) {
- m->shader->materials.remove(&m->list);
- }
-
- /*
- for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
- Geometry *g = E->key();
- g->material = RID();
- }
-
- for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
- InstanceBaseDependency *ins = E->key();
-
- if (ins->material_override == p_rid) {
- ins->material_override = RID();
- }
-
- for (int i = 0; i < ins->materials.size(); i++) {
- if (ins->materials[i] == p_rid) {
- ins->materials.write[i] = RID();
- }
- }
- }
-*/
-
- material_owner.free(p_rid);
- memdelete(m);
-
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
return true;
-
} else {
return false;
}
@@ -4042,15 +1745,15 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
if (p_feature == "s3tc") {
- return config.s3tc_supported;
+ return config->s3tc_supported;
}
if (p_feature == "etc") {
- return config.etc_supported;
+ return config->etc_supported;
}
if (p_feature == "skinning_fallback") {
- return config.use_skeleton_software;
+ return config->use_skeleton_software;
}
return false;
@@ -4157,105 +1860,11 @@ RenderingDevice::DeviceType RasterizerStorageGLES3::get_video_adapter_type() con
void RasterizerStorageGLES3::initialize() {
RasterizerStorageGLES3::system_fbo = 0;
+ config = GLES3::Config::get_singleton();
+ config->initialize();
- {
- const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
-
- Vector<String> extensions = String((const char *)extension_string).split(" ");
-
- for (int i = 0; i < extensions.size(); i++) {
- config.extensions.insert(extensions[i]);
- }
- }
-
- config.keep_original_textures = true; // false
- config.shrink_textures_x2 = false;
- config.depth_internalformat = GL_DEPTH_COMPONENT;
- config.depth_type = GL_UNSIGNED_INT;
-
-#ifdef GLES_OVER_GL
- config.float_texture_supported = true;
- config.s3tc_supported = true;
- config.etc_supported = false;
- config.support_npot_repeat_mipmap = true;
- config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
-#else
- config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
- config.s3tc_supported = 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.extensions.has("WEBGL_compressed_texture_etc1");
- config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
-
-#ifdef JAVASCRIPT_ENABLED
- // RenderBuffer internal format must be 16 bits in WebGL,
- // but depth_texture should default to 32 always
- // if the implementation doesn't support 32, it should just quietly use 16 instead
- // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
- config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
- config.depth_type = GL_UNSIGNED_INT;
-#else
- // on mobile check for 24 bit depth support for RenderBufferStorage
- if (config.extensions.has("GL_OES_depth24")) {
- config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
- config.depth_type = GL_UNSIGNED_INT;
- } else {
- config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
- config.depth_type = GL_UNSIGNED_SHORT;
- }
-#endif
-#endif
-
-#ifdef GLES_OVER_GL
- //TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
- config.render_to_mipmap_supported = false;
-#else
- //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
- config.render_to_mipmap_supported = config.extensions.has("GL_OES_fbo_render_mipmap") && config.extensions.has("GL_EXT_texture_lod");
-#endif
-
-#ifdef GLES_OVER_GL
- config.use_rgba_2d_shadows = false;
- config.support_depth_texture = true;
- config.use_rgba_3d_shadows = false;
- config.support_depth_cubemaps = true;
-#else
- config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
- config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture");
- config.use_rgba_3d_shadows = !config.support_depth_texture;
- config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
-#endif
-
-#ifdef GLES_OVER_GL
- config.support_32_bits_indices = true;
-#else
- config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
-#endif
-
-#ifdef GLES_OVER_GL
- config.support_write_depth = true;
-#elif defined(JAVASCRIPT_ENABLED)
- config.support_write_depth = false;
-#else
- config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
-#endif
-
- config.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
- config.support_half_float_vertices = false;
-#endif
- bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float");
- if (disable_half_float) {
- config.support_half_float_vertices = false;
- }
-
- config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
- config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc");
- config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
- 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.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc") || config.extensions.has("EXT_texture_compression_bptc");
- config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
//determine formats for depth textures (or renderbuffers)
- if (config.support_depth_texture) {
+ if (config->support_depth_texture) {
// Will use texture for depth
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
// as there is no extension to test for this.
@@ -4265,7 +1874,7 @@ void RasterizerStorageGLES3::initialize() {
GLuint depth;
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -4285,19 +1894,19 @@ void RasterizerStorageGLES3::initialize() {
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
#ifdef GLES_OVER_GL
- config.depth_internalformat = GL_DEPTH_COMPONENT16;
+ config->depth_internalformat = GL_DEPTH_COMPONENT16;
#else
// OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
- config.depth_internalformat = GL_DEPTH_COMPONENT;
+ config->depth_internalformat = GL_DEPTH_COMPONENT;
#endif
- config.depth_type = GL_UNSIGNED_SHORT;
+ config->depth_type = GL_UNSIGNED_SHORT;
glGenFramebuffers(1, &fbo);
bind_framebuffer(fbo);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -4309,8 +1918,8 @@ void RasterizerStorageGLES3::initialize() {
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
- config.support_depth_texture = false;
- config.use_rgba_3d_shadows = true;
+ config->support_depth_texture = false;
+ config->use_rgba_3d_shadows = true;
}
bind_framebuffer_system();
@@ -4321,27 +1930,16 @@ void RasterizerStorageGLES3::initialize() {
}
//picky requirements for these
- config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
+ config->support_shadow_cubemaps = config->support_depth_texture && config->support_write_depth && config->support_depth_cubemaps;
frame.count = 0;
frame.delta = 0;
frame.current_rt = nullptr;
frame.clear_request = false;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
-
// the use skeleton software path should be used if either float texture is not supported,
// OR max_vertex_texture_image_units is zero
- config.use_skeleton_software = (config.float_texture_supported == false) || (config.max_vertex_texture_image_units == 0);
-
- shaders.copy.initialize();
- shaders.copy_version = shaders.copy.version_create(); //TODO
- shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION);
- //shaders.cubemap_filter.init();
- //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
- //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
+ config->use_skeleton_software = (config->float_texture_supported == false) || (config->max_vertex_texture_image_units == 0);
{
// quad for copying stuff
@@ -4438,7 +2036,7 @@ void RasterizerStorageGLES3::initialize() {
// radical inverse vdc cache texture
// used for cubemap filtering
- if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
+ if (true /*||config->float_texture_supported*/) { //uint8 is similar and works everywhere
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
@@ -4476,16 +2074,12 @@ void RasterizerStorageGLES3::initialize() {
#ifdef GLES_OVER_GL
//this needs to be enabled manually in OpenGL 2.1
- if (config.extensions.has("GL_ARB_seamless_cube_map")) {
+ if (config->extensions.has("GL_ARB_seamless_cube_map")) {
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
}
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
-
- config.force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
- config.use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
- //config.should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
}
void RasterizerStorageGLES3::finalize() {
@@ -4504,19 +2098,17 @@ uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
}
void RasterizerStorageGLES3::update_dirty_resources() {
- update_dirty_shaders();
- update_dirty_materials();
+ GLES3::MaterialStorage::get_singleton()->update_dirty_shaders();
+ GLES3::MaterialStorage::get_singleton()->update_dirty_materials();
// update_dirty_skeletons();
// update_dirty_multimeshes();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
RasterizerStorageGLES3::system_fbo = 0;
- config.should_orphan = true;
}
RasterizerStorageGLES3::~RasterizerStorageGLES3() {
- shaders.copy.version_free(shaders.copy_version);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index de984fa8df..105529ee3d 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -40,73 +40,23 @@
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
+#include "storage/canvas_texture_storage.h"
+#include "storage/config.h"
+#include "storage/material_storage.h"
+#include "storage/render_target_storage.h"
+#include "storage/texture_storage.h"
-#include "shaders/copy.glsl.gen.h"
-
-class RasterizerCanvasGLES3;
-class RasterizerSceneGLES3;
+// class RasterizerCanvasGLES3;
+// class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RendererStorage {
- friend class RasterizerGLES3;
-
- Thread::ID _main_thread_id = 0;
- bool _is_main_thread();
-
public:
- RasterizerCanvasGLES3 *canvas;
- RasterizerSceneGLES3 *scene;
+ // RasterizerCanvasGLES3 *canvas;
+ // RasterizerSceneGLES3 *scene;
static GLuint system_fbo;
- struct Config {
- bool shrink_textures_x2;
- bool use_fast_texture_filter;
- bool use_skeleton_software;
-
- int max_vertex_texture_image_units;
- int max_texture_image_units;
- int max_texture_size;
-
- // TODO implement wireframe in OpenGL
- // bool generate_wireframes;
-
- Set<String> extensions;
-
- bool float_texture_supported;
- bool s3tc_supported;
- bool latc_supported;
- bool rgtc_supported;
- bool bptc_supported;
- bool etc_supported;
- bool etc2_supported;
- bool srgb_decode_supported;
-
- bool keep_original_textures;
-
- bool force_vertex_shading;
-
- bool use_rgba_2d_shadows;
- bool use_rgba_3d_shadows;
-
- bool support_32_bits_indices;
- bool support_write_depth;
- bool support_half_float_vertices;
- bool support_npot_repeat_mipmap;
- bool support_depth_texture;
- bool support_depth_cubemaps;
-
- bool support_shadow_cubemaps;
-
- bool render_to_mipmap_supported;
-
- GLuint depth_internalformat;
- GLuint depth_type;
- GLuint depth_buffer_internalformat;
-
- // in some cases the legacy render didn't orphan. We will mark these
- // so the user can switch orphaning off for them.
- bool should_orphan;
- } config;
+ GLES3::Config *config;
struct Resources {
GLuint white_tex;
@@ -128,19 +78,6 @@ public:
} resources;
- mutable struct Shaders {
- ShaderCompiler compiler;
-
- CopyShaderGLES3 copy;
- RID copy_version;
- //CubemapFilterShaderGLES3 cubemap_filter;
-
- ShaderCompiler::IdentifierActions actions_canvas;
- ShaderCompiler::IdentifierActions actions_scene;
- ShaderCompiler::IdentifierActions actions_particles;
-
- } shaders;
-
struct Info {
uint64_t texture_mem = 0;
uint64_t vertex_mem = 0;
@@ -180,334 +117,7 @@ public:
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
- bool can_create_resources_async() const override;
-
- // TEXTURE API
-
- enum OpenGLTextureFlags {
- TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
- TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
- TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
- TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
- TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
- TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
- TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
- TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
- };
-
- /* CANVAS TEXTURE API (2D) */
-
- struct CanvasTexture {
- RID diffuse;
- RID normal_map;
- RID specular;
- Color specular_color = Color(1, 1, 1, 1);
- float shininess = 1.0;
-
- RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
-
- Size2i size_cache = Size2i(1, 1);
- bool use_normal_cache = false;
- bool use_specular_cache = false;
- bool cleared_cache = true;
- };
-
- RID_Owner<CanvasTexture, true> canvas_texture_owner;
-
- struct RenderTarget;
-
- struct Texture {
- RID self;
-
- Texture *proxy;
- Set<Texture *> proxy_owners;
-
- String path;
- uint32_t flags;
- int width, height, depth;
- int alloc_width, alloc_height;
- Image::Format format;
- RenderingDevice::TextureType type;
-
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- GLenum gl_type_cache;
-
- int data_size;
- int total_data_size;
- bool ignore_mipmaps;
-
- bool compressed;
-
- bool srgb;
-
- int mipmaps;
-
- bool resize_to_po2;
-
- bool active;
- GLenum tex_id;
-
- uint16_t stored_cube_sides;
-
- RenderTarget *render_target;
-
- Vector<Ref<Image>> images;
-
- bool redraw_if_visible;
-
- RS::TextureDetectCallback detect_3d;
- void *detect_3d_ud;
-
- RS::TextureDetectCallback detect_srgb;
- void *detect_srgb_ud;
-
- RS::TextureDetectCallback detect_normal;
- void *detect_normal_ud;
-
- CanvasTexture *canvas_texture = nullptr;
-
- // some silly opengl shenanigans where
- // texture coords start from bottom left, means we need to draw render target textures upside down
- // to be compatible with vulkan etc.
- bool is_upside_down() const {
- if (proxy) {
- return proxy->is_upside_down();
- }
-
- return render_target != nullptr;
- }
-
- Texture() {
- create();
- }
-
- _ALWAYS_INLINE_ Texture *get_ptr() {
- if (proxy) {
- return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
- } else {
- return this;
- }
- }
-
- ~Texture() {
- destroy();
-
- if (tex_id != 0) {
- glDeleteTextures(1, &tex_id);
- }
- }
-
- void copy_from(const Texture &o) {
- proxy = o.proxy;
- flags = o.flags;
- width = o.width;
- height = o.height;
- alloc_width = o.alloc_width;
- alloc_height = o.alloc_height;
- format = o.format;
- type = o.type;
- target = o.target;
- data_size = o.data_size;
- total_data_size = o.total_data_size;
- ignore_mipmaps = o.ignore_mipmaps;
- compressed = o.compressed;
- mipmaps = o.mipmaps;
- resize_to_po2 = o.resize_to_po2;
- active = o.active;
- tex_id = o.tex_id;
- stored_cube_sides = o.stored_cube_sides;
- render_target = o.render_target;
- redraw_if_visible = o.redraw_if_visible;
- detect_3d = o.detect_3d;
- detect_3d_ud = o.detect_3d_ud;
- detect_srgb = o.detect_srgb;
- detect_srgb_ud = o.detect_srgb_ud;
- detect_normal = o.detect_normal;
- detect_normal_ud = o.detect_normal_ud;
-
- images.clear();
- }
-
- void create() {
- proxy = nullptr;
- flags = 0;
- width = 0;
- height = 0;
- alloc_width = 0;
- alloc_height = 0;
- format = Image::FORMAT_L8;
- type = RenderingDevice::TEXTURE_TYPE_2D;
- target = 0;
- data_size = 0;
- total_data_size = 0;
- ignore_mipmaps = false;
- compressed = false;
- mipmaps = 0;
- resize_to_po2 = false;
- active = false;
- tex_id = 0;
- stored_cube_sides = 0;
- render_target = nullptr;
- redraw_if_visible = false;
- detect_3d = nullptr;
- detect_3d_ud = nullptr;
- detect_srgb = nullptr;
- detect_srgb_ud = nullptr;
- detect_normal = nullptr;
- detect_normal_ud = nullptr;
- }
- void destroy() {
- images.clear();
-
- for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
- E->get()->proxy = nullptr;
- }
-
- if (proxy) {
- proxy->proxy_owners.erase(this);
- }
- }
-
- // texture state
- void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
- if (p_filter == state_filter) {
- return;
- }
- state_filter = p_filter;
- GLint pmin = GL_LINEAR; // param min
- GLint pmag = GL_LINEAR; // param mag
- switch (state_filter) {
- default: {
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
- pmin = GL_LINEAR_MIPMAP_LINEAR;
- pmag = GL_LINEAR;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
- pmin = GL_NEAREST;
- pmag = GL_NEAREST;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
- pmin = GL_NEAREST_MIPMAP_NEAREST;
- pmag = GL_NEAREST;
- } break;
- }
- glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
- glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
- }
- void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
- if (p_repeat == state_repeat) {
- return;
- }
- state_repeat = p_repeat;
- GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
- switch (state_repeat) {
- default: {
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
- prep = GL_REPEAT;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
- prep = GL_MIRRORED_REPEAT;
- } break;
- }
- glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
- glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
- }
-
- private:
- RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
- RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
- };
-
- mutable RID_PtrOwner<Texture> texture_owner;
-
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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;
-
- void _texture_set_state_from_flags(Texture *p_tex);
-
- // new
- RID texture_allocate() override;
- void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
- void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
- void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
- void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
-
- void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
- void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
- void texture_proxy_update(RID p_proxy, RID p_base) override {}
-
- void texture_2d_placeholder_initialize(RID p_texture) override;
- void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
- void texture_3d_placeholder_initialize(RID p_texture) override;
-
- Ref<Image> texture_2d_get(RID p_texture) const override;
- Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
- Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
-
- void texture_replace(RID p_texture, RID p_by_texture) override;
- //void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
-
- void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
- void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
-
- // old
- uint32_t texture_get_width(RID p_texture) const;
- uint32_t texture_get_height(RID p_texture) const;
-
-private:
- RID texture_create();
-
- //void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
- void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
-
- void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
- void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
- //Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
- void texture_set_flags(RID p_texture, uint32_t p_flags);
- uint32_t texture_get_flags(RID p_texture) const;
- Image::Format texture_get_format(RID p_texture) const;
- RenderingDevice::TextureType texture_get_type(RID p_texture) const;
- uint32_t texture_get_texid(RID p_texture) const;
- uint32_t texture_get_depth(RID p_texture) const;
- void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
-
- void texture_bind(RID p_texture, uint32_t p_texture_no);
-
- void texture_set_path(RID p_texture, const String &p_path) override;
- String texture_get_path(RID p_texture) const override;
-
- void texture_set_shrink_all_x2_on_set_data(bool p_enable);
-
- void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
-
- RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
-
- void textures_keep_original(bool p_enable);
-
- void texture_set_proxy(RID p_texture, RID p_proxy);
- Size2 texture_size_with_proxy(RID p_texture) override;
-
- void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
- void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
- void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
- void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
-
- void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
-
public:
- RID canvas_texture_allocate() override;
- void canvas_texture_initialize(RID p_rid) override;
-
- void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
- void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) override;
-
- void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) override;
- void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) override;
-
/* SKY API */
// not sure if used in godot 4?
struct Sky {
@@ -522,368 +132,6 @@ public:
RID sky_create();
void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
- // SHADER API
-
- struct Material;
-
- struct Shader {
- RID self;
-
- RS::ShaderMode mode;
- ShaderGLES3 *shader;
- String code;
- SelfList<Material>::List materials;
-
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
-
- RID version;
-
- SelfList<Shader> dirty_list;
-
- Map<StringName, Map<int, RID>> default_textures;
-
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
-
- bool valid;
-
- String path;
-
- uint32_t index;
- uint64_t last_pass;
-
- struct CanvasItem {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- };
-
- int blend_mode;
-
- enum LightMode {
- LIGHT_MODE_NORMAL,
- LIGHT_MODE_UNSHADED,
- LIGHT_MODE_LIGHT_ONLY
- };
-
- int light_mode;
-
- bool uses_screen_texture;
- bool uses_screen_uv;
- bool uses_time;
- bool uses_modulate;
- bool uses_color;
- bool uses_vertex;
-
- // all these should disable item joining if used in a custom shader
- bool uses_world_matrix;
- bool uses_extra_matrix;
- bool uses_projection_matrix;
- bool uses_instance_custom;
-
- } canvas_item;
-
- struct Spatial {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
-
- int blend_mode;
-
- enum DepthDrawMode {
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_NEVER,
- DEPTH_DRAW_ALPHA_PREPASS,
- };
-
- int depth_draw_mode;
-
- enum CullMode {
- CULL_MODE_FRONT,
- CULL_MODE_BACK,
- CULL_MODE_DISABLED,
- };
-
- int cull_mode;
-
- bool uses_alpha;
- bool uses_alpha_scissor;
- bool unshaded;
- bool no_depth_test;
- bool uses_vertex;
- bool uses_discard;
- bool uses_sss;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_time;
- bool uses_tangent;
- bool uses_ensure_correct_normals;
- bool writes_modelview_or_projection;
- bool uses_vertex_lighting;
- bool uses_world_coordinates;
-
- } spatial;
-
- struct Particles {
- } particles;
-
- bool uses_vertex_time;
- bool uses_fragment_time;
-
- Shader() :
- dirty_list(this) {
- shader = nullptr;
- valid = false;
- version = RID();
- last_pass = 0;
- }
- };
-
- mutable RID_PtrOwner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
-
- void _shader_make_dirty(Shader *p_shader);
-
- RID shader_allocate() override;
- void shader_initialize(RID p_rid) override;
-
- //RID shader_create() override;
-
- void shader_set_code(RID p_shader, const String &p_code) override;
- String shader_get_code(RID p_shader) const override;
- void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
-
- void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
- RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
-
- RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
-
- void _update_shader(Shader *p_shader) const;
- void update_dirty_shaders();
-
- // new
- Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
-
- // COMMON MATERIAL API
-
- struct Material {
- RID self;
- Shader *shader;
- Map<StringName, Variant> params;
- SelfList<Material> list;
- SelfList<Material> dirty_list;
- Vector<Pair<StringName, RID>> textures;
- float line_width;
- int render_priority;
-
- RID next_pass;
-
- uint32_t index;
- uint64_t last_pass;
-
- // Map<Geometry *, int> geometry_owners;
- // Map<InstanceBaseDependency *, int> instance_owners;
-
- bool can_cast_shadow_cache;
- bool is_animated_cache;
-
- Material() :
- list(this),
- dirty_list(this) {
- can_cast_shadow_cache = false;
- is_animated_cache = false;
- shader = nullptr;
- line_width = 1.0;
- last_pass = 0;
- render_priority = 0;
- }
- };
-
- mutable SelfList<Material>::List _material_dirty_list;
- void _material_make_dirty(Material *p_material) const;
-
- // void _material_add_geometry(RID p_material, Geometry *p_geometry);
- // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
-
- void _update_material(Material *p_material);
-
- mutable RID_PtrOwner<Material> material_owner;
-
- // new
- void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
- void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
-
- // old
- RID material_allocate() override;
- void material_initialize(RID p_rid) override;
-
- //RID material_create() override;
-
- void material_set_shader(RID p_material, RID p_shader) override;
- RID material_get_shader(RID p_material) const;
-
- void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
- Variant material_get_param(RID p_material, const StringName &p_param) const override;
- Variant material_get_param_default(RID p_material, const StringName &p_param) const;
-
- void material_set_line_width(RID p_material, float p_width);
- void material_set_next_pass(RID p_material, RID p_next_material) override;
-
- bool material_is_animated(RID p_material) override;
- bool material_casts_shadows(RID p_material) override;
- bool material_uses_tangents(RID p_material);
- bool material_uses_ensure_correct_normals(RID p_material);
-
- void material_add_instance_owner(RID p_material, DependencyTracker *p_instance);
- void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
-
- void material_set_render_priority(RID p_material, int priority) override;
-
- void update_dirty_materials();
-
- /* MESH API */
-
- RID mesh_allocate() override;
- void mesh_initialize(RID p_rid) override;
- void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
- bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
- RID mesh_instance_create(RID p_base) override;
- void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
- void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
- void mesh_instance_check_for_update(RID p_mesh_instance) override;
- void update_mesh_instances() override;
- void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
- float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
-
- void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
-
- int mesh_get_blend_shape_count(RID p_mesh) const override;
-
- void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
- RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
-
- void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
-
- void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
- RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
-
- RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
- int mesh_get_surface_count(RID p_mesh) const override;
-
- void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
- AABB mesh_get_custom_aabb(RID p_mesh) const override;
-
- AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
- void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
- void mesh_clear(RID p_mesh) override;
-
- /* MULTIMESH API */
-
- struct MultiMesh {
- RID mesh;
- int instances = 0;
- RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
- bool uses_colors = false;
- bool uses_custom_data = false;
- int visible_instances = -1;
- AABB aabb;
- bool aabb_dirty = false;
- bool buffer_set = false;
- uint32_t stride_cache = 0;
- uint32_t color_offset_cache = 0;
- uint32_t custom_data_offset_cache = 0;
-
- Vector<float> data_cache; //used if individual setting is used
- bool *data_cache_dirty_regions = nullptr;
- uint32_t data_cache_used_dirty_regions = 0;
-
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
-
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
-
- Dependency dependency;
- };
-
- mutable RID_Owner<MultiMesh, true> multimesh_owner;
-
- MultiMesh *multimesh_dirty_list = nullptr;
-
- _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
- _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
- void _update_dirty_multimeshes();
-
- RID multimesh_allocate() override;
- void multimesh_initialize(RID p_rid) override;
- void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
- int multimesh_get_instance_count(RID p_multimesh) const override;
-
- void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
- void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
- void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
- void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
- void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
-
- RID multimesh_get_mesh(RID p_multimesh) const override;
- AABB multimesh_get_aabb(RID p_multimesh) const override;
-
- Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
- Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
- Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
- Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
- void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
- Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
-
- void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
- int multimesh_get_visible_instances(RID p_multimesh) const override;
-
- _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->xform_format;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_colors;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_custom_data;
- }
-
- _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- if (multimesh->visible_instances >= 0) {
- return multimesh->visible_instances;
- }
- return multimesh->instances;
- }
-
- /* SKELETON API */
-
- RID skeleton_allocate() override;
- void skeleton_initialize(RID p_rid) override;
- void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
- void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
- int skeleton_get_bone_count(RID p_skeleton) const override;
- void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
- Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
- void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
- Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
-
/* Light API */
RID directional_light_allocate() override;
@@ -911,8 +159,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
bool light_directional_get_blend_splits(RID p_light) const override;
- void light_directional_set_sky_only(RID p_light, bool p_sky_only) override;
- bool light_directional_is_sky_only(RID p_light) const override;
+ void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
+ RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
@@ -943,6 +191,8 @@ public:
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
+ void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
+ float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
AABB reflection_probe_get_aabb(RID p_probe) const override;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
@@ -953,23 +203,6 @@ public:
bool reflection_probe_renders_shadows(RID p_probe) const override;
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
- void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
-
- /* DECAL API */
-
- RID decal_allocate() override;
- void decal_initialize(RID p_rid) override;
- void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
- void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
- void decal_set_emission_energy(RID p_decal, float p_energy) override;
- void decal_set_albedo_mix(RID p_decal, float p_mix) override;
- void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
- void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
- void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
- void decal_set_fade(RID p_decal, float p_above, float p_below) override;
- void decal_set_normal_fade(RID p_decal, float p_fade) override;
-
- AABB decal_get_aabb(RID p_decal) const override;
/* VOXEL GI API */
@@ -1086,6 +319,7 @@ public:
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
void update_particles() override;
+ bool particles_is_inactive(RID p_particles) const override;
/* PARTICLES COLLISION */
@@ -1129,107 +363,12 @@ public:
AABB visibility_notifier_get_aabb(RID p_notifier) const override;
void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
- /* GLOBAL VARIABLES */
-
- void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
- void global_variable_remove(const StringName &p_name) override;
- Vector<StringName> global_variable_get_list() const override;
-
- void global_variable_set(const StringName &p_name, const Variant &p_value) override;
- void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
- Variant global_variable_get(const StringName &p_name) const override;
- RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
-
- void global_variables_load_settings(bool p_load_textures = true) override;
- void global_variables_clear() override;
-
- int32_t global_variables_instance_allocate(RID p_instance) override;
- void global_variables_instance_free(RID p_instance) override;
- void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
-
- bool particles_is_inactive(RID p_particles) const override;
-
// RENDER TARGET
- struct RenderTarget {
- RID self;
- GLuint fbo = 0;
- GLuint color = 0;
- GLuint depth = 0;
-
- GLuint multisample_fbo = 0;
- GLuint multisample_color = 0;
- GLuint multisample_depth = 0;
- bool multisample_active = false;
-
- struct Effect {
- GLuint fbo = 0;
- int width = 0;
- int height = 0;
-
- GLuint color = 0;
- };
-
- Effect copy_screen_effect;
-
- struct MipMaps {
- struct Size {
- GLuint fbo = 0;
- GLuint color = 0;
- int width = 0;
- int height = 0;
- };
-
- Vector<Size> sizes;
- GLuint color = 0;
- int levels = 0;
- };
-
- MipMaps mip_maps[2];
-
- struct External {
- GLuint fbo = 0;
- GLuint color = 0;
- GLuint depth = 0;
- RID texture;
- } external;
-
- int x = 0;
- int y = 0;
- int width = 0;
- int height = 0;
-
- bool flags[RENDER_TARGET_FLAG_MAX] = {};
-
- // instead of allocating sized render targets immediately,
- // defer this for faster startup
- bool allocate_is_dirty = false;
- bool used_in_frame = false;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
-
- bool use_fxaa = false;
- bool use_debanding = false;
-
- RID texture;
-
- bool used_dof_blur_near = false;
- bool mip_maps_allocated = false;
-
- Color clear_color = Color(1, 1, 1, 1);
- bool clear_requested = false;
-
- RenderTarget() {
- for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
- flags[i] = false;
- }
- external.fbo = 0;
- }
- };
-
- mutable RID_PtrOwner<RenderTarget> render_target_owner;
+ mutable RID_PtrOwner<GLES3::RenderTarget> render_target_owner;
- void _render_target_clear(RenderTarget *rt);
- void _render_target_allocate(RenderTarget *rt);
+ void _render_target_clear(GLES3::RenderTarget *rt);
+ void _render_target_allocate(GLES3::RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
RID render_target_create() override;
@@ -1262,7 +401,7 @@ public:
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
// access from canvas
- // RenderTarget * render_target_get(RID p_render_target);
+ // GLES3::RenderTarget * render_target_get(RID p_render_target);
/* CANVAS SHADOW */
@@ -1301,7 +440,7 @@ public:
bool free(RID p_rid) override;
struct Frame {
- RenderTarget *current_rt;
+ GLES3::RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
@@ -1408,7 +547,7 @@ inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_bu
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
- if (!p_optional_orphan || (config.should_orphan)) {
+ if (!p_optional_orphan || (config->should_orphan)) {
glBufferData(p_target, p_buffer_size, nullptr, p_usage);
#ifdef RASTERIZER_EXTRA_CHECKS
// fill with garbage off the end of the array
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 9349722625..4b0986cca1 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -554,11 +554,9 @@ void ShaderGLES3::_clear_version(Version *p_version) {
for (int i = 0; i < variant_count; i++) {
for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
- if (it.valid) {
- glDeleteShader(it.value->vert_id);
- glDeleteShader(it.value->frag_id);
- glDeleteProgram(it.value->id);
- }
+ glDeleteShader(it.value->vert_id);
+ glDeleteShader(it.value->frag_id);
+ glDeleteProgram(it.value->id);
}
}
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a18c451858..8812447f6e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -96,7 +96,7 @@ void main() {
#endif
- mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
+ mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
// MultiMeshes don't batch, so always read from draw_data[0]
uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
@@ -169,7 +169,7 @@ void main() {
}
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
+ model_matrix = model_matrix * matrix;
}
}
*/
@@ -192,7 +192,7 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 65389c211a..94485abd11 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
-uniform highp mat4 world_matrix;
+uniform highp mat4 model_matrix;
uniform highp float distance_norm;
out highp vec4 position_interp;
void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 2d504cd052..ebb00e81d0 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
// uniforms
//
-uniform highp mat4 camera_matrix;
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 inv_view_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
void main() {
highp vec4 vertex = vertex_attrib;
- mat4 world_matrix = world_transform;
+ mat4 model_matrix = world_transform;
#ifdef USE_INSTANCING
{
@@ -323,7 +323,7 @@ void main() {
instance_xform_row_1,
instance_xform_row_2,
vec4(0.0, 0.0, 0.0, 1.0));
- world_matrix = world_matrix * transpose(m);
+ model_matrix = model_matrix * transpose(m);
}
#endif
@@ -356,12 +356,12 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = world_matrix * vertex;
- normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
+ vertex = model_matrix * vertex;
+ normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -395,7 +395,7 @@ void main() {
#endif
- world_matrix = world_matrix * bone_transform;
+ model_matrix = model_matrix * bone_transform;
#endif
@@ -408,11 +408,11 @@ void main() {
mat4 local_projection_matrix = projection_matrix;
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ mat4 modelview = view_matrix * model_matrix;
float roughness = 1.0;
#define projection_matrix local_projection_matrix
-#define world_transform world_matrix
+#define world_transform model_matrix
float point_size = 1.0;
@@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_inverse_matrix * vertex;
- normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
+ vertex = view_matrix * vertex;
+ normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -635,7 +635,7 @@ VERTEX_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
@@ -680,9 +680,9 @@ precision mediump int;
// uniforms
//
-uniform highp mat4 camera_matrix;
+uniform highp mat4 inv_view_matrix;
/* clang-format on */
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);
float sum = 0.0;
for (int i = 0; i < 12; i++) {
@@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
diff --git a/drivers/gles3/storage/SCsub b/drivers/gles3/storage/SCsub
new file mode 100644
index 0000000000..91e1140b75
--- /dev/null
+++ b/drivers/gles3/storage/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.drivers_sources, "*.cpp")
diff --git a/drivers/gles3/storage/canvas_texture_storage.cpp b/drivers/gles3/storage/canvas_texture_storage.cpp
new file mode 100644
index 0000000000..fe12700c21
--- /dev/null
+++ b/drivers/gles3/storage/canvas_texture_storage.cpp
@@ -0,0 +1,96 @@
+/*************************************************************************/
+/* canvas_texture_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "canvas_texture_storage.h"
+
+using namespace GLES3;
+
+CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
+
+CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
+ return singleton;
+}
+
+CanvasTextureStorage::CanvasTextureStorage() {
+ singleton = this;
+}
+
+CanvasTextureStorage::~CanvasTextureStorage() {
+ singleton = nullptr;
+}
+
+RID CanvasTextureStorage::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
+}
+
+void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid);
+}
+
+void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
+ canvas_texture_owner.free(p_rid);
+}
+
+void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ switch (p_channel) {
+ case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
+ ct->diffuse = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
+ ct->normal_map = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
+ ct->specular = p_texture;
+ } break;
+ }
+}
+
+void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->specular_color.r = p_specular_color.r;
+ ct->specular_color.g = p_specular_color.g;
+ ct->specular_color.b = p_specular_color.b;
+ ct->specular_color.a = p_shininess;
+}
+
+void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_filter = p_filter;
+}
+
+void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_repeat = p_repeat;
+}
+
+#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/canvas_texture_storage.h b/drivers/gles3/storage/canvas_texture_storage.h
new file mode 100644
index 0000000000..5930e927fe
--- /dev/null
+++ b/drivers/gles3/storage/canvas_texture_storage.h
@@ -0,0 +1,87 @@
+/*************************************************************************/
+/* canvas_texture_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef CANVAS_TEXTURE_STORAGE_GLES3_H
+#define CANVAS_TEXTURE_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/storage/canvas_texture_storage.h"
+
+namespace GLES3 {
+
+struct CanvasTexture {
+ RID diffuse;
+ RID normal_map;
+ RID specular;
+ Color specular_color = Color(1, 1, 1, 1);
+ float shininess = 1.0;
+
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+
+ Size2i size_cache = Size2i(1, 1);
+ bool use_normal_cache = false;
+ bool use_specular_cache = false;
+ bool cleared_cache = true;
+};
+
+class CanvasTextureStorage : public RendererCanvasTextureStorage {
+private:
+ static CanvasTextureStorage *singleton;
+
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
+
+public:
+ static CanvasTextureStorage *get_singleton();
+
+ CanvasTextureStorage();
+ virtual ~CanvasTextureStorage();
+
+ CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
+ bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
+
+ virtual RID canvas_texture_allocate() override;
+ virtual void canvas_texture_initialize(RID p_rid) override;
+ virtual void canvas_texture_free(RID p_rid) override;
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
+
+ virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
+ virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
+};
+
+} // namespace GLES3
+
+#endif // !GLES3_ENABLED
+
+#endif // !CANVAS_TEXTURE_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
new file mode 100644
index 0000000000..1f66401427
--- /dev/null
+++ b/drivers/gles3/storage/config.cpp
@@ -0,0 +1,156 @@
+/*************************************************************************/
+/* config.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "config.h"
+#include "core/templates/vector.h"
+
+using namespace GLES3;
+
+Config *Config::singleton = nullptr;
+
+Config::Config() {
+ singleton = this;
+ should_orphan = true;
+}
+
+Config::~Config() {
+ singleton = nullptr;
+}
+
+void Config::initialize() {
+ {
+ const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
+
+ Vector<String> exts = String((const char *)extension_string).split(" ");
+
+ for (int i = 0; i < exts.size(); i++) {
+ extensions.insert(exts[i]);
+ }
+ }
+
+ keep_original_textures = true; // false
+ shrink_textures_x2 = false;
+ depth_internalformat = GL_DEPTH_COMPONENT;
+ depth_type = GL_UNSIGNED_INT;
+
+#ifdef GLES_OVER_GL
+ float_texture_supported = true;
+ s3tc_supported = true;
+ etc_supported = false;
+ support_npot_repeat_mipmap = true;
+ depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
+#else
+ float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
+ s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
+ etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
+ support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
+
+#ifdef JAVASCRIPT_ENABLED
+ // RenderBuffer internal format must be 16 bits in WebGL,
+ // but depth_texture should default to 32 always
+ // if the implementation doesn't support 32, it should just quietly use 16 instead
+ // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
+ depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
+ depth_type = GL_UNSIGNED_INT;
+#else
+ // on mobile check for 24 bit depth support for RenderBufferStorage
+ if (extensions.has("GL_OES_depth24")) {
+ depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
+ depth_type = GL_UNSIGNED_INT;
+ } else {
+ depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
+ depth_type = GL_UNSIGNED_SHORT;
+ }
+#endif
+#endif
+
+#ifdef GLES_OVER_GL
+ //TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
+ render_to_mipmap_supported = false;
+#else
+ //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
+ render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
+#endif
+
+#ifdef GLES_OVER_GL
+ use_rgba_2d_shadows = false;
+ support_depth_texture = true;
+ use_rgba_3d_shadows = false;
+ support_depth_cubemaps = true;
+#else
+ use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
+ support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
+ use_rgba_3d_shadows = !support_depth_texture;
+ support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
+#endif
+
+#ifdef GLES_OVER_GL
+ support_32_bits_indices = true;
+#else
+ support_32_bits_indices = extensions.has("GL_OES_element_index_uint");
+#endif
+
+#ifdef GLES_OVER_GL
+ support_write_depth = true;
+#elif defined(JAVASCRIPT_ENABLED)
+ support_write_depth = false;
+#else
+ 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;
+ }
+
+ etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ latc_supported = extensions.has("GL_EXT_texture_compression_latc");
+ bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
+ rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
+ bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
+ srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+
+ force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
+ use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
+ // should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
new file mode 100644
index 0000000000..25bd3fd9a1
--- /dev/null
+++ b/drivers/gles3/storage/config.h
@@ -0,0 +1,113 @@
+/*************************************************************************/
+/* config.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef CONFIG_GLES3_H
+#define CONFIG_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/string/ustring.h"
+#include "core/templates/set.h"
+
+// This must come first to avoid windows.h mess
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+namespace GLES3 {
+
+class Config {
+private:
+ static Config *singleton;
+
+public:
+ bool shrink_textures_x2;
+ bool use_fast_texture_filter;
+ bool use_skeleton_software;
+
+ int max_vertex_texture_image_units;
+ int max_texture_image_units;
+ int max_texture_size;
+
+ // TODO implement wireframe in OpenGL
+ // bool generate_wireframes;
+
+ Set<String> extensions;
+
+ bool float_texture_supported;
+ bool s3tc_supported;
+ bool latc_supported;
+ bool rgtc_supported;
+ bool bptc_supported;
+ bool etc_supported;
+ bool etc2_supported;
+ bool srgb_decode_supported;
+
+ bool keep_original_textures;
+
+ bool force_vertex_shading;
+
+ bool use_rgba_2d_shadows;
+ bool use_rgba_3d_shadows;
+
+ bool support_32_bits_indices;
+ bool support_write_depth;
+ bool support_half_float_vertices;
+ bool support_npot_repeat_mipmap;
+ bool support_depth_texture;
+ bool support_depth_cubemaps;
+
+ bool support_shadow_cubemaps;
+
+ bool render_to_mipmap_supported;
+
+ GLuint depth_internalformat;
+ GLuint depth_type;
+ GLuint depth_buffer_internalformat;
+
+ // in some cases the legacy render didn't orphan. We will mark these
+ // so the user can switch orphaning off for them.
+ bool should_orphan = true;
+
+ static Config *get_singleton() { return singleton; };
+
+ Config();
+ ~Config();
+ void initialize();
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // !CONFIG_GLES3_H
diff --git a/drivers/gles3/storage/decal_atlas_storage.cpp b/drivers/gles3/storage/decal_atlas_storage.cpp
new file mode 100644
index 0000000000..7bac34ea19
--- /dev/null
+++ b/drivers/gles3/storage/decal_atlas_storage.cpp
@@ -0,0 +1,75 @@
+/*************************************************************************/
+/* decal_atlas_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "decal_atlas_storage.h"
+
+using namespace GLES3;
+
+RID DecalAtlasStorage::decal_allocate() {
+ return RID();
+}
+
+void DecalAtlasStorage::decal_initialize(RID p_rid) {
+}
+
+void DecalAtlasStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+}
+
+void DecalAtlasStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+}
+
+void DecalAtlasStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
+}
+
+void DecalAtlasStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
+}
+
+void DecalAtlasStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+}
+
+void DecalAtlasStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+}
+
+void DecalAtlasStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+}
+
+void DecalAtlasStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
+}
+
+void DecalAtlasStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
+}
+
+AABB DecalAtlasStorage::decal_get_aabb(RID p_decal) const {
+ return AABB();
+}
+
+#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/decal_atlas_storage.h b/drivers/gles3/storage/decal_atlas_storage.h
new file mode 100644
index 0000000000..f5dc36b1fb
--- /dev/null
+++ b/drivers/gles3/storage/decal_atlas_storage.h
@@ -0,0 +1,67 @@
+/*************************************************************************/
+/* decal_atlas_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef DECAL_ATLAS_STORAGE_GLES3_H
+#define DECAL_ATLAS_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/storage/decal_atlas_storage.h"
+
+namespace GLES3 {
+
+class DecalAtlasStorage : public RendererDecalAtlasStorage {
+public:
+ virtual RID decal_allocate() override;
+ virtual void decal_initialize(RID p_rid) override;
+ virtual void decal_free(RID p_rid) override{};
+
+ virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
+ virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
+ virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
+ virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
+ virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
+ virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
+ virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
+ virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
+ virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
+
+ virtual AABB decal_get_aabb(RID p_decal) const override;
+
+ virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+ virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+};
+
+} // namespace GLES3
+
+#endif // !GLES3_ENABLED
+
+#endif // !DECAL_ATLAS_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
new file mode 100644
index 0000000000..e519c428d2
--- /dev/null
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -0,0 +1,913 @@
+/*************************************************************************/
+/* material_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "material_storage.h"
+#include "config.h"
+#include "texture_storage.h"
+
+#include "drivers/gles3/rasterizer_canvas_gles3.h"
+
+using namespace GLES3;
+
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage *MaterialStorage::get_singleton() {
+ return singleton;
+}
+
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+
+ shaders.copy.initialize();
+ shaders.copy_version = shaders.copy.version_create(); //TODO
+ shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ //shaders.cubemap_filter.init();
+ //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
+ //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
+}
+
+MaterialStorage::~MaterialStorage() {
+ shaders.copy.version_free(shaders.copy_version);
+
+ singleton = nullptr;
+}
+
+/* GLOBAL VARIABLE API */
+
+void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
+}
+
+void MaterialStorage::global_variable_remove(const StringName &p_name) {
+}
+
+Vector<StringName> MaterialStorage::global_variable_get_list() const {
+ return Vector<StringName>();
+}
+
+void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
+}
+
+void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
+}
+
+Variant MaterialStorage::global_variable_get(const StringName &p_name) const {
+ return Variant();
+}
+
+RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const {
+ return RS::GLOBAL_VAR_TYPE_MAX;
+}
+
+void MaterialStorage::global_variables_load_settings(bool p_load_textures) {
+}
+
+void MaterialStorage::global_variables_clear() {
+}
+
+int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
+ return 0;
+}
+
+void MaterialStorage::global_variables_instance_free(RID p_instance) {
+}
+
+void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+}
+
+/* SHADER API */
+
+void MaterialStorage::_shader_make_dirty(Shader *p_shader) {
+ if (p_shader->dirty_list.in_list()) {
+ return;
+ }
+
+ _shader_dirty_list.add(&p_shader->dirty_list);
+}
+
+RID MaterialStorage::shader_allocate() {
+ Shader *shader = memnew(Shader);
+ shader->mode = RS::SHADER_CANVAS_ITEM;
+ //shader->shader = &scene->state.scene_shader;
+ RID rid = shader_owner.make_rid(shader);
+ _shader_make_dirty(shader);
+ shader->self = rid;
+
+ return rid;
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+ // noop
+}
+
+//RID MaterialStorage::shader_create() {
+// Shader *shader = memnew(Shader);
+// shader->mode = RS::SHADER_SPATIAL;
+// shader->shader = &scene->state.scene_shader;
+// RID rid = shader_owner.make_rid(shader);
+// _shader_make_dirty(shader);
+// shader->self = rid;
+
+// return rid;
+//}
+
+void MaterialStorage::shader_free(RID p_rid) {
+ Shader *shader = shader_owner.get_or_null(p_rid);
+
+ if (shader->shader && shader->version.is_valid()) {
+ shader->shader->version_free(shader->version);
+ }
+
+ if (shader->dirty_list.in_list()) {
+ _shader_dirty_list.remove(&shader->dirty_list);
+ }
+
+ while (shader->materials.first()) {
+ Material *m = shader->materials.first()->self();
+
+ m->shader = nullptr;
+ _material_make_dirty(m);
+
+ shader->materials.remove(shader->materials.first());
+ }
+
+ shader_owner.free(p_rid);
+ memdelete(shader);
+}
+
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->code = p_code;
+
+ String mode_string = ShaderLanguage::get_shader_type(p_code);
+ RS::ShaderMode mode;
+
+ if (mode_string == "canvas_item") {
+ mode = RS::SHADER_CANVAS_ITEM;
+ } else if (mode_string == "particles") {
+ mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "sky") {
+ mode = RS::SHADER_SKY;
+ } else if (mode_string == "spatial") {
+ mode = RS::SHADER_SPATIAL;
+ } else {
+ mode = RS::SHADER_MAX;
+ ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
+ }
+
+ if (shader->version.is_valid() && mode != shader->mode) {
+ shader->shader->version_free(shader->version);
+ shader->version = RID();
+ }
+
+ shader->mode = mode;
+
+ // TODO handle all shader types
+ if (mode == RS::SHADER_CANVAS_ITEM) {
+ shader->shader = &RasterizerCanvasGLES3::get_singleton()->state.canvas_shader;
+ } else if (mode == RS::SHADER_SPATIAL) {
+ //shader->shader = &scene->state.scene_shader;
+ } else if (mode == RS::SHADER_PARTICLES) {
+ } else if (mode == RS::SHADER_SKY) {
+ } else {
+ return;
+ }
+
+ if (shader->version.is_null() && shader->shader) {
+ shader->version = shader->shader->version_create();
+ }
+
+ _shader_make_dirty(shader);
+}
+
+String MaterialStorage::shader_get_code(RID p_shader) const {
+ const Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, "");
+
+ return shader->code;
+}
+
+void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ if (shader->dirty_list.in_list()) {
+ _update_shader(shader);
+ }
+
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi;
+ ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
+
+ pi.name = E->get();
+
+ switch (u.type) {
+ case ShaderLanguage::TYPE_VOID: {
+ pi.type = Variant::NIL;
+ } break;
+
+ case ShaderLanguage::TYPE_BOOL: {
+ pi.type = Variant::BOOL;
+ } break;
+
+ // bool vectors
+ case ShaderLanguage::TYPE_BVEC2: {
+ pi.type = Variant::INT;
+ pi.hint = PROPERTY_HINT_FLAGS;
+ pi.hint_string = "x,y";
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+ pi.type = Variant::INT;
+ pi.hint = PROPERTY_HINT_FLAGS;
+ pi.hint_string = "x,y,z";
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+ pi.type = Variant::INT;
+ pi.hint = PROPERTY_HINT_FLAGS;
+ pi.hint_string = "x,y,z,w";
+ } break;
+
+ // int stuff
+ case ShaderLanguage::TYPE_UINT:
+ case ShaderLanguage::TYPE_INT: {
+ pi.type = Variant::INT;
+
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
+ pi.hint = PROPERTY_HINT_RANGE;
+ pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC2:
+ case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_IVEC3:
+ case ShaderLanguage::TYPE_UVEC3:
+ case ShaderLanguage::TYPE_IVEC4:
+ case ShaderLanguage::TYPE_UVEC4: {
+ // not sure what this should be in godot 4
+ // pi.type = Variant::POOL_INT_ARRAY;
+ pi.type = Variant::PACKED_INT32_ARRAY;
+ } break;
+
+ case ShaderLanguage::TYPE_FLOAT: {
+ pi.type = Variant::FLOAT;
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
+ pi.hint = PROPERTY_HINT_RANGE;
+ pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_VEC2: {
+ pi.type = Variant::VECTOR2;
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ pi.type = Variant::VECTOR3;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC4: {
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ pi.type = Variant::COLOR;
+ } else {
+ pi.type = Variant::PLANE;
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_MAT2: {
+ pi.type = Variant::TRANSFORM2D;
+ } break;
+
+ case ShaderLanguage::TYPE_MAT3: {
+ pi.type = Variant::BASIS;
+ } break;
+
+ case ShaderLanguage::TYPE_MAT4: {
+ pi.type = Variant::TRANSFORM3D;
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLER2D:
+ // case ShaderLanguage::TYPE_SAMPLEREXT:
+ case ShaderLanguage::TYPE_ISAMPLER2D:
+ case ShaderLanguage::TYPE_USAMPLER2D: {
+ pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "Texture";
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+ pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "CubeMap";
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER3D:
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D: {
+ // Not implemented in OpenGL
+ } break;
+ // new for godot 4
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY:
+ case ShaderLanguage::TYPE_STRUCT:
+ case ShaderLanguage::TYPE_MAX: {
+ } break;
+ }
+
+ p_param_list->push_back(pi);
+ }
+}
+
+void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+ ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture));
+
+ if (!p_texture.is_valid()) {
+ if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
+ shader->default_textures[p_name].erase(p_index);
+
+ if (shader->default_textures[p_name].is_empty()) {
+ shader->default_textures.erase(p_name);
+ }
+ }
+ } else {
+ if (!shader->default_textures.has(p_name)) {
+ shader->default_textures[p_name] = Map<int, RID>();
+ }
+ shader->default_textures[p_name][p_index] = p_texture;
+ }
+
+ _shader_make_dirty(shader);
+}
+
+RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
+ const Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RID());
+
+ if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
+ return shader->default_textures[p_name][p_index];
+ }
+
+ return RID();
+}
+
+void MaterialStorage::_update_shader(Shader *p_shader) const {
+ _shader_dirty_list.remove(&p_shader->dirty_list);
+
+ p_shader->valid = false;
+
+ p_shader->uniforms.clear();
+
+ if (p_shader->code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions *actions = nullptr;
+
+ switch (p_shader->mode) {
+ case RS::SHADER_CANVAS_ITEM: {
+ p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
+ p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
+
+ p_shader->canvas_item.uses_screen_texture = false;
+ p_shader->canvas_item.uses_screen_uv = false;
+ p_shader->canvas_item.uses_time = false;
+ p_shader->canvas_item.uses_modulate = false;
+ p_shader->canvas_item.uses_color = false;
+ p_shader->canvas_item.uses_vertex = false;
+
+ p_shader->canvas_item.uses_model_matrix = false;
+ p_shader->canvas_item.uses_extra_matrix = false;
+ p_shader->canvas_item.uses_projection_matrix = false;
+ p_shader->canvas_item.uses_instance_custom = false;
+
+ shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
+ shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
+ shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
+ shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
+ shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
+
+ shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
+ shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
+
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
+ shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
+ shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
+ shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
+
+ shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
+
+ shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
+ shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
+ shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
+ shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
+
+ actions = &shaders.actions_canvas;
+ actions->uniforms = &p_shader->uniforms;
+ } break;
+
+ case RS::SHADER_SPATIAL: {
+ // TODO remove once 3D is added back
+ return;
+ p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
+ p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
+ p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
+ p_shader->spatial.uses_alpha = false;
+ p_shader->spatial.uses_alpha_scissor = false;
+ p_shader->spatial.uses_discard = false;
+ p_shader->spatial.unshaded = false;
+ p_shader->spatial.no_depth_test = false;
+ p_shader->spatial.uses_sss = false;
+ p_shader->spatial.uses_time = false;
+ p_shader->spatial.uses_vertex_lighting = false;
+ p_shader->spatial.uses_screen_texture = false;
+ p_shader->spatial.uses_depth_texture = false;
+ p_shader->spatial.uses_vertex = false;
+ p_shader->spatial.uses_tangent = false;
+ p_shader->spatial.uses_ensure_correct_normals = false;
+ p_shader->spatial.writes_modelview_or_projection = false;
+ p_shader->spatial.uses_world_coordinates = false;
+
+ shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
+ shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
+ shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
+ shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
+
+ shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
+ shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
+ shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
+ shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
+
+ shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
+ shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
+ shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
+
+ shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
+ shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
+
+ shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
+
+ shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
+
+ shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
+
+ shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
+ shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
+
+ 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.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
+ shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
+
+ // Use of any of these BUILTINS indicate the need for transformed tangents.
+ // This is needed to know when to transform tangents in software skinning.
+ shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
+ shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
+
+ 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;
+ shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
+
+ actions = &shaders.actions_scene;
+ actions->uniforms = &p_shader->uniforms;
+ } break;
+
+ default: {
+ return;
+ } break;
+ }
+
+ Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
+ if (err != OK) {
+ return;
+ }
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ p_shader->shader->version_set_code(p_shader->version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+
+ p_shader->texture_uniforms = gen_code.texture_uniforms;
+
+ p_shader->uses_vertex_time = gen_code.uses_vertex_time;
+ p_shader->uses_fragment_time = gen_code.uses_fragment_time;
+
+ for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
+ _material_make_dirty(E->self());
+ }
+
+ p_shader->valid = true;
+}
+
+void MaterialStorage::update_dirty_shaders() {
+ while (_shader_dirty_list.first()) {
+ _update_shader(_shader_dirty_list.first()->self());
+ }
+}
+
+/* MATERIAL API */
+
+void MaterialStorage::_material_make_dirty(Material *p_material) const {
+ if (p_material->dirty_list.in_list()) {
+ return;
+ }
+
+ _material_dirty_list.add(&p_material->dirty_list);
+}
+
+void MaterialStorage::_update_material(Material *p_material) {
+ if (p_material->dirty_list.in_list()) {
+ _material_dirty_list.remove(&p_material->dirty_list);
+ }
+
+ if (p_material->shader && p_material->shader->dirty_list.in_list()) {
+ _update_shader(p_material->shader);
+ }
+
+ if (p_material->shader && !p_material->shader->valid) {
+ return;
+ }
+
+ {
+ if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
+ bool can_cast_shadow = false;
+ bool is_animated = false;
+
+ if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
+ (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
+ can_cast_shadow = true;
+ }
+
+ if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
+ is_animated = true;
+ }
+
+ if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
+ is_animated = true;
+ }
+
+ if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
+ p_material->can_cast_shadow_cache = can_cast_shadow;
+ p_material->is_animated_cache = is_animated;
+
+ /*
+ for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
+ E->key()->material_changed_notify();
+ }
+
+ for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
+ E->key()->base_changed(false, true);
+ }
+ */
+ }
+ }
+ }
+
+ // uniforms and other things will be set in the use_material method in ShaderGLES3
+
+ if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) {
+ p_material->textures.resize(p_material->shader->texture_uniforms.size());
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order < 0) {
+ continue; // not a texture, does not go here
+ }
+
+ RID texture;
+
+ Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
+
+ if (V) {
+ texture = V->get();
+ }
+
+ if (!texture.is_valid()) {
+ Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
+
+ // TODO: make texture uniform array properly works with GLES3
+ if (W && W->get().has(0)) {
+ texture = W->get()[0];
+ }
+ }
+
+ p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
+ }
+ } else {
+ p_material->textures.clear();
+ }
+}
+
+RID MaterialStorage::material_allocate() {
+ Material *material = memnew(Material);
+ return material_owner.make_rid(material);
+}
+
+void MaterialStorage::material_initialize(RID p_rid) {
+}
+
+//RID MaterialStorage::material_create() {
+// Material *material = memnew(Material);
+
+// return material_owner.make_rid(material);
+//}
+
+void MaterialStorage::material_free(RID p_rid) {
+ Material *m = material_owner.get_or_null(p_rid);
+
+ if (m->shader) {
+ m->shader->materials.remove(&m->list);
+ }
+
+ /*
+ for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
+ Geometry *g = E->key();
+ g->material = RID();
+ }
+
+ for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
+ InstanceBaseDependency *ins = E->key();
+
+ if (ins->material_override == p_rid) {
+ ins->material_override = RID();
+ }
+
+ for (int i = 0; i < ins->materials.size(); i++) {
+ if (ins->materials[i] == p_rid) {
+ ins->materials.write[i] = RID();
+ }
+ }
+ }
+*/
+
+ material_owner.free(p_rid);
+ memdelete(m);
+}
+
+void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ Shader *shader = get_shader(p_shader);
+
+ if (material->shader) {
+ // if a shader is present, remove the old shader
+ material->shader->materials.remove(&material->list);
+ }
+
+ material->shader = shader;
+
+ if (shader) {
+ shader->materials.add(&material->list);
+ }
+
+ _material_make_dirty(material);
+}
+
+void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (p_value.get_type() == Variant::NIL) {
+ material->params.erase(p_param);
+ } else {
+ material->params[p_param] = p_value;
+ }
+
+ _material_make_dirty(material);
+}
+
+Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
+ const Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, RID());
+
+ if (material->params.has(p_param)) {
+ return material->params[p_param];
+ }
+
+ return material_get_param_default(p_material, p_param);
+}
+
+void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->next_pass = p_next_material;
+}
+
+void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
+ ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);
+ ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->render_priority = priority;
+}
+
+bool MaterialStorage::material_is_animated(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ bool animated = material->is_animated_cache;
+ if (!animated && material->next_pass.is_valid()) {
+ animated = material_is_animated(material->next_pass);
+ }
+ return animated;
+}
+
+bool MaterialStorage::material_casts_shadows(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ bool casts_shadows = material->can_cast_shadow_cache;
+
+ if (!casts_shadows && material->next_pass.is_valid()) {
+ casts_shadows = material_casts_shadows(material->next_pass);
+ }
+
+ return casts_shadows;
+}
+
+Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const {
+ const Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, Variant());
+
+ if (material->shader) {
+ if (material->shader->uniforms.has(p_param)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ }
+ return Variant();
+}
+
+void MaterialStorage::update_dirty_materials() {
+ while (_material_dirty_list.first()) {
+ Material *material = _material_dirty_list.first()->self();
+ _update_material(material);
+ }
+}
+
+/* are these still used? */
+RID MaterialStorage::material_get_shader(RID p_material) const {
+ const Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, RID());
+
+ if (material->shader) {
+ return material->shader->self;
+ }
+
+ return RID();
+}
+
+void MaterialStorage::material_set_line_width(RID p_material, float p_width) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->line_width = p_width;
+}
+
+bool MaterialStorage::material_uses_tangents(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_tangent;
+}
+
+bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_ensure_correct_normals;
+}
+
+void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
+ /*
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
+ if (E) {
+ E->get()++;
+ } else {
+ material->instance_owners[p_instance] = 1;
+ }
+*/
+}
+
+void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
+ /*
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
+ ERR_FAIL_COND(!E);
+
+ E->get()--;
+
+ if (E->get() == 0) {
+ material->instance_owners.erase(E);
+ }
+*/
+}
+
+/*
+void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+
+ if (I) {
+ I->get()++;
+ } else {
+ material->geometry_owners[p_geometry] = 1;
+ }
+}
+
+void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
+ Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+ ERR_FAIL_COND(!I);
+
+ I->get()--;
+
+ if (I->get() == 0) {
+ material->geometry_owners.erase(I);
+ }
+}
+*/
+
+#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
new file mode 100644
index 0000000000..450ee7191f
--- /dev/null
+++ b/drivers/gles3/storage/material_storage.h
@@ -0,0 +1,338 @@
+/*************************************************************************/
+/* material_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MATERIAL_STORAGE_GLES3_H
+#define MATERIAL_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_storage.h"
+#include "servers/rendering/shader_compiler.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/storage/material_storage.h"
+
+#include "drivers/gles3/shaders/copy.glsl.gen.h"
+
+namespace GLES3 {
+
+/* SHADER Structs */
+
+struct Shaders {
+ ShaderCompiler compiler;
+
+ CopyShaderGLES3 copy;
+ RID copy_version;
+ //CubemapFilterShaderGLES3 cubemap_filter;
+
+ ShaderCompiler::IdentifierActions actions_canvas;
+ ShaderCompiler::IdentifierActions actions_scene;
+ ShaderCompiler::IdentifierActions actions_particles;
+};
+
+struct Material;
+
+struct Shader {
+ RID self;
+
+ RS::ShaderMode mode;
+ ShaderGLES3 *shader = nullptr;
+ String code;
+ SelfList<Material>::List materials;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+
+ RID version;
+
+ SelfList<Shader> dirty_list;
+
+ Map<StringName, Map<int, RID>> default_textures;
+
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ bool valid;
+
+ String path;
+
+ uint32_t index;
+ uint64_t last_pass;
+
+ struct CanvasItem {
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ };
+
+ int blend_mode;
+
+ enum LightMode {
+ LIGHT_MODE_NORMAL,
+ LIGHT_MODE_UNSHADED,
+ LIGHT_MODE_LIGHT_ONLY
+ };
+
+ int light_mode;
+
+ bool uses_screen_texture;
+ bool uses_screen_uv;
+ bool uses_time;
+ bool uses_modulate;
+ bool uses_color;
+ bool uses_vertex;
+
+ // all these should disable item joining if used in a custom shader
+ bool uses_model_matrix;
+ bool uses_extra_matrix;
+ bool uses_projection_matrix;
+ bool uses_instance_custom;
+
+ } canvas_item;
+
+ struct Spatial {
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ };
+
+ int blend_mode;
+
+ enum DepthDrawMode {
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS,
+ DEPTH_DRAW_NEVER,
+ DEPTH_DRAW_ALPHA_PREPASS,
+ };
+
+ int depth_draw_mode;
+
+ enum CullMode {
+ CULL_MODE_FRONT,
+ CULL_MODE_BACK,
+ CULL_MODE_DISABLED,
+ };
+
+ int cull_mode;
+
+ bool uses_alpha;
+ bool uses_alpha_scissor;
+ bool unshaded;
+ bool no_depth_test;
+ bool uses_vertex;
+ bool uses_discard;
+ bool uses_sss;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_time;
+ bool uses_tangent;
+ bool uses_ensure_correct_normals;
+ bool writes_modelview_or_projection;
+ bool uses_vertex_lighting;
+ bool uses_world_coordinates;
+
+ } spatial;
+
+ struct Particles {
+ } particles;
+
+ bool uses_vertex_time;
+ bool uses_fragment_time;
+
+ Shader() :
+ dirty_list(this) {
+ shader = nullptr;
+ valid = false;
+ version = RID();
+ last_pass = 0;
+ }
+};
+
+/* MATERIAL Structs */
+
+struct Material {
+ RID self;
+ Shader *shader = nullptr;
+ Map<StringName, Variant> params;
+ SelfList<Material> list;
+ SelfList<Material> dirty_list;
+ Vector<Pair<StringName, RID>> textures;
+ float line_width;
+ int render_priority;
+
+ RID next_pass;
+
+ uint32_t index;
+ uint64_t last_pass;
+
+ // Map<Geometry *, int> geometry_owners;
+ // Map<InstanceBaseDependency *, int> instance_owners;
+
+ bool can_cast_shadow_cache;
+ bool is_animated_cache;
+
+ Material() :
+ list(this),
+ dirty_list(this) {
+ can_cast_shadow_cache = false;
+ is_animated_cache = false;
+ shader = nullptr;
+ line_width = 1.0;
+ last_pass = 0;
+ render_priority = 0;
+ }
+};
+
+class MaterialStorage : public RendererMaterialStorage {
+private:
+ static MaterialStorage *singleton;
+
+ /* SHADER API */
+
+ mutable Shaders shaders;
+
+ mutable RID_PtrOwner<Shader> shader_owner;
+ mutable SelfList<Shader>::List _shader_dirty_list;
+
+ /* MATERIAL API */
+
+ mutable SelfList<Material>::List _material_dirty_list;
+ mutable RID_PtrOwner<Material> material_owner;
+
+public:
+ static MaterialStorage *get_singleton();
+
+ MaterialStorage();
+ virtual ~MaterialStorage();
+
+ /* GLOBAL VARIABLE API */
+
+ virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
+ virtual void global_variable_remove(const StringName &p_name) override;
+ virtual Vector<StringName> global_variable_get_list() const override;
+
+ virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override;
+ virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
+ virtual Variant global_variable_get(const StringName &p_name) const override;
+ virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
+
+ virtual void global_variables_load_settings(bool p_load_textures = true) override;
+ virtual void global_variables_clear() override;
+
+ virtual int32_t global_variables_instance_allocate(RID p_instance) override;
+ virtual void global_variables_instance_free(RID p_instance) override;
+ virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
+
+ /* SHADER API */
+
+ Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
+ bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
+
+ void _shader_make_dirty(Shader *p_shader);
+
+ virtual RID shader_allocate() override;
+ virtual void shader_initialize(RID p_rid) override;
+ virtual void shader_free(RID p_rid) override;
+
+ //RID shader_create() override;
+
+ virtual void shader_set_code(RID p_shader, const String &p_code) override;
+ virtual String shader_get_code(RID p_shader) const override;
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
+
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
+
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
+
+ void _update_shader(Shader *p_shader) const;
+ void update_dirty_shaders();
+
+ // new
+ Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+
+ /* MATERIAL API */
+
+ Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
+ bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
+
+ void _material_make_dirty(Material *p_material) const;
+
+ // void _material_add_geometry(RID p_material, Geometry *p_geometry);
+ // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
+
+ void _update_material(Material *p_material);
+
+ // new
+ virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
+ virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {}
+
+ // old
+ virtual RID material_allocate() override;
+ virtual void material_initialize(RID p_rid) override;
+
+ virtual void material_free(RID p_rid) override;
+
+ //RID material_create() override;
+
+ virtual void material_set_shader(RID p_material, RID p_shader) override;
+ virtual RID material_get_shader(RID p_material) const;
+
+ virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
+ virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
+ virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
+
+ void material_set_line_width(RID p_material, float p_width);
+ virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+
+ virtual bool material_is_animated(RID p_material) override;
+ virtual bool material_casts_shadows(RID p_material) override;
+ bool material_uses_tangents(RID p_material);
+ bool material_uses_ensure_correct_normals(RID p_material);
+
+ void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
+ void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
+
+ void material_set_render_priority(RID p_material, int priority) override;
+
+ void update_dirty_materials();
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // !MATERIAL_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
new file mode 100644
index 0000000000..c2a431aff1
--- /dev/null
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -0,0 +1,257 @@
+/*************************************************************************/
+/* mesh_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "mesh_storage.h"
+
+using namespace GLES3;
+
+MeshStorage *MeshStorage::singleton = nullptr;
+
+MeshStorage *MeshStorage::get_singleton() {
+ return singleton;
+}
+
+MeshStorage::MeshStorage() {
+ singleton = this;
+}
+
+MeshStorage::~MeshStorage() {
+ singleton = nullptr;
+}
+
+/* MESH API */
+
+RID MeshStorage::mesh_allocate() {
+ return RID();
+}
+
+void MeshStorage::mesh_initialize(RID p_rid) {
+}
+
+void MeshStorage::mesh_free(RID p_rid) {
+}
+
+void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+}
+
+bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
+ return false;
+}
+
+void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
+}
+
+int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
+ return 0;
+}
+
+void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
+}
+
+RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
+ return RS::BLEND_SHAPE_MODE_NORMALIZED;
+}
+
+void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+}
+
+void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+}
+
+void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+}
+
+void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+}
+
+RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+ return RID();
+}
+
+RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
+ return RS::SurfaceData();
+}
+
+int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
+ return 1;
+}
+
+void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+}
+
+AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
+ return AABB();
+}
+
+AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
+ return AABB();
+}
+
+void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+}
+
+void MeshStorage::mesh_clear(RID p_mesh) {
+}
+
+/* MESH INSTANCE API */
+
+RID MeshStorage::mesh_instance_create(RID p_base) {
+ return RID();
+}
+
+void MeshStorage::mesh_instance_free(RID p_rid) {
+}
+
+void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+}
+
+void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+}
+
+void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
+}
+
+void MeshStorage::update_mesh_instances() {
+}
+
+/* MULTIMESH API */
+
+RID MeshStorage::multimesh_allocate() {
+ return RID();
+}
+
+void MeshStorage::multimesh_initialize(RID p_rid) {
+}
+
+void MeshStorage::multimesh_free(RID p_rid) {
+}
+
+void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+}
+
+int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
+ return 0;
+}
+
+void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+}
+
+void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
+}
+
+void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+}
+
+void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+}
+
+void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+}
+
+RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
+ return RID();
+}
+
+AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const {
+ return AABB();
+}
+
+Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
+ return Transform3D();
+}
+
+Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
+ return Transform2D();
+}
+
+Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
+ return Color();
+}
+
+Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
+ return Color();
+}
+
+void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
+}
+
+Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
+ return Vector<float>();
+}
+
+void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+}
+
+int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
+ return 0;
+}
+
+/* SKELETON API */
+
+RID MeshStorage::skeleton_allocate() {
+ return RID();
+}
+
+void MeshStorage::skeleton_initialize(RID p_rid) {
+}
+
+void MeshStorage::skeleton_free(RID p_rid) {
+}
+
+void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+}
+
+void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+}
+
+int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
+ return 0;
+}
+
+void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
+}
+
+Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
+ return Transform3D();
+}
+
+void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+}
+
+Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
+ return Transform2D();
+}
+
+void MeshStorage::skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) {
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
new file mode 100644
index 0000000000..3f44908049
--- /dev/null
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -0,0 +1,204 @@
+/*************************************************************************/
+/* mesh_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MESH_STORAGE_GLES3_H
+#define MESH_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/storage/mesh_storage.h"
+
+namespace GLES3 {
+
+class MeshStorage : public RendererMeshStorage {
+private:
+ static MeshStorage *singleton;
+
+public:
+ static MeshStorage *get_singleton();
+
+ MeshStorage();
+ virtual ~MeshStorage();
+
+ /* MESH API */
+
+ virtual RID mesh_allocate() override;
+ virtual void mesh_initialize(RID p_rid) override;
+ virtual void mesh_free(RID p_rid) override;
+
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
+
+ virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
+
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const override;
+
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
+ virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
+
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
+
+ virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
+ virtual int mesh_get_surface_count(RID p_mesh) const override;
+
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
+ virtual void mesh_clear(RID p_mesh) override;
+
+ /* MESH INSTANCE API */
+
+ virtual RID mesh_instance_create(RID p_base) override;
+ virtual void mesh_instance_free(RID p_rid) override;
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
+ virtual void update_mesh_instances() override;
+
+ /* MULTIMESH API */
+
+ struct MultiMesh {
+ RID mesh;
+ int instances = 0;
+ RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
+ bool uses_colors = false;
+ bool uses_custom_data = false;
+ int visible_instances = -1;
+ AABB aabb;
+ bool aabb_dirty = false;
+ bool buffer_set = false;
+ uint32_t stride_cache = 0;
+ uint32_t color_offset_cache = 0;
+ uint32_t custom_data_offset_cache = 0;
+
+ Vector<float> data_cache; //used if individual setting is used
+ bool *data_cache_dirty_regions = nullptr;
+ uint32_t data_cache_used_dirty_regions = 0;
+
+ RID buffer; //storage buffer
+ RID uniform_set_3d;
+ RID uniform_set_2d;
+
+ bool dirty = false;
+ MultiMesh *dirty_list = nullptr;
+
+ RendererStorage::Dependency dependency;
+ };
+
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
+
+ MultiMesh *multimesh_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
+ void _update_dirty_multimeshes();
+
+ virtual RID multimesh_allocate() override;
+ virtual void multimesh_initialize(RID p_rid) override;
+ virtual void multimesh_free(RID p_rid) override;
+ virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
+ virtual int multimesh_get_instance_count(RID p_multimesh) const override;
+
+ virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
+ virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
+ virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
+
+ virtual RID multimesh_get_mesh(RID p_multimesh) const override;
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const override;
+
+ virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
+ virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
+ virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
+ virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
+
+ virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
+ virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
+
+ _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->xform_format;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_colors;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_custom_data;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (multimesh->visible_instances >= 0) {
+ return multimesh->visible_instances;
+ }
+ return multimesh->instances;
+ }
+
+ /* SKELETON API */
+
+ virtual RID skeleton_allocate() override;
+ virtual void skeleton_initialize(RID p_rid) override;
+ virtual void skeleton_free(RID p_rid) override;
+
+ virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
+ virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
+ virtual int skeleton_get_bone_count(RID p_skeleton) const override;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
+ virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
+ virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
+ virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
+
+ virtual void skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) override;
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // !MESH_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/render_target_storage.h b/drivers/gles3/storage/render_target_storage.h
new file mode 100644
index 0000000000..816cc76e40
--- /dev/null
+++ b/drivers/gles3/storage/render_target_storage.h
@@ -0,0 +1,132 @@
+/*************************************************************************/
+/* render_target_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDER_TARGET_STORAGE_GLES3_H
+#define RENDER_TARGET_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h
+// #include "servers/rendering/storage/render_target_storage.h"
+
+// This must come first to avoid windows.h mess
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+namespace GLES3 {
+
+// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage
+
+struct RenderTarget {
+ RID self;
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint depth = 0;
+
+ GLuint multisample_fbo = 0;
+ GLuint multisample_color = 0;
+ GLuint multisample_depth = 0;
+ bool multisample_active = false;
+
+ struct Effect {
+ GLuint fbo = 0;
+ int width = 0;
+ int height = 0;
+
+ GLuint color = 0;
+ };
+
+ Effect copy_screen_effect;
+
+ struct MipMaps {
+ struct Size {
+ GLuint fbo = 0;
+ GLuint color = 0;
+ int width = 0;
+ int height = 0;
+ };
+
+ Vector<Size> sizes;
+ GLuint color = 0;
+ int levels = 0;
+ };
+
+ MipMaps mip_maps[2];
+
+ struct External {
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint depth = 0;
+ RID texture;
+ } external;
+
+ int x = 0;
+ int y = 0;
+ int width = 0;
+ int height = 0;
+
+ bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {};
+
+ // instead of allocating sized render targets immediately,
+ // defer this for faster startup
+ bool allocate_is_dirty = false;
+ bool used_in_frame = false;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+
+ bool use_fxaa = false;
+ bool use_debanding = false;
+
+ RID texture;
+
+ bool used_dof_blur_near = false;
+ bool mip_maps_allocated = false;
+
+ Color clear_color = Color(1, 1, 1, 1);
+ bool clear_requested = false;
+
+ RenderTarget() {
+ for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) {
+ flags[i] = false;
+ }
+ external.fbo = 0;
+ }
+};
+
+} // namespace GLES3
+
+#endif // !GLES3_ENABLED
+
+#endif // !RENDER_TARGET_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
new file mode 100644
index 0000000000..d199b1032e
--- /dev/null
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -0,0 +1,1211 @@
+/*************************************************************************/
+/* texture_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "texture_storage.h"
+#include "config.h"
+
+using namespace GLES3;
+
+TextureStorage *TextureStorage::singleton = nullptr;
+
+TextureStorage *TextureStorage::get_singleton() {
+ return singleton;
+}
+
+TextureStorage::TextureStorage() {
+ singleton = this;
+}
+
+TextureStorage::~TextureStorage() {
+ singleton = nullptr;
+}
+
+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;
+}
+
+bool TextureStorage::can_create_resources_async() const {
+ return false;
+}
+
+static const GLenum _cube_side_enum[6] = {
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+};
+
+Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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 {
+ Config *config = Config::get_singleton();
+ r_gl_format = 0;
+ Ref<Image> image = p_image;
+ r_compressed = false;
+ r_real_format = p_format;
+
+ bool need_decompress = false;
+
+ switch (p_format) {
+ case Image::FORMAT_L8: {
+#ifdef GLES_OVER_GL
+ r_gl_internal_format = GL_R8;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_UNSIGNED_BYTE;
+#else
+ r_gl_internal_format = GL_LUMINANCE;
+ r_gl_format = GL_LUMINANCE;
+ r_gl_type = GL_UNSIGNED_BYTE;
+#endif
+ } break;
+ case Image::FORMAT_LA8: {
+#ifdef GLES_OVER_GL
+ r_gl_internal_format = GL_RG8;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_UNSIGNED_BYTE;
+#else
+ r_gl_internal_format = GL_LUMINANCE_ALPHA;
+ r_gl_format = GL_LUMINANCE_ALPHA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+#endif
+ } break;
+ case Image::FORMAT_R8: {
+ r_gl_internal_format = GL_R8;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_UNSIGNED_BYTE;
+
+ } break;
+ case Image::FORMAT_RG8: {
+ r_gl_internal_format = GL_RG8;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_UNSIGNED_BYTE;
+
+ } break;
+ case Image::FORMAT_RGB8: {
+ r_gl_internal_format = GL_RGB8;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ //r_srgb = true;
+
+ } break;
+ case Image::FORMAT_RGBA8: {
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA8;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ //r_srgb = true;
+
+ } break;
+ case Image::FORMAT_RGBA4444: {
+ r_gl_internal_format = GL_RGBA4;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
+
+ } break;
+ //case Image::FORMAT_RGBA5551: {
+ // r_gl_internal_format = GL_RGB5_A1;
+ // r_gl_format = GL_RGBA;
+ // r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
+ //
+ //} break;
+ case Image::FORMAT_RF: {
+ r_gl_internal_format = GL_R32F;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGF: {
+ r_gl_internal_format = GL_RG32F;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBF: {
+ r_gl_internal_format = GL_RGB32F;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBAF: {
+ r_gl_internal_format = GL_RGBA32F;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RH: {
+ r_gl_internal_format = GL_R16F;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_HALF_FLOAT;
+ } break;
+ case Image::FORMAT_RGH: {
+ r_gl_internal_format = GL_RG16F;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_HALF_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBH: {
+ r_gl_internal_format = GL_RGB16F;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_HALF_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBAH: {
+ r_gl_internal_format = GL_RGBA16F;
+ r_gl_format = GL_RGBA;
+ 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) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_DXT3: {
+ if (config->s3tc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_DXT5: {
+ if (config->s3tc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_RGTC_R: {
+ if (config->rgtc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_RGTC_RG: {
+ if (config->rgtc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_BPTC_RGBA: {
+ if (config->bptc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_BPTC_RGBF: {
+ if (config->bptc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_BPTC_RGBFU: {
+ if (config->bptc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC: {
+ if (config->etc_supported) {
+ r_gl_internal_format = _EXT_ETC1_RGB8_OES;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+
+ } break;
+ /*
+ case Image::FORMAT_ETC2_R11: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_R11S: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
+ r_gl_format = GL_RED;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RG11: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RG11S: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
+ r_gl_format = GL_RG;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGB8: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGBA8: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGB8A1: {
+ if (config->etc2_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ //r_srgb = true;
+
+ } else {
+ need_decompress = true;
+ }
+ } break;
+ */
+ default: {
+ ERR_FAIL_V(Ref<Image>());
+ }
+ }
+
+ if (need_decompress || p_force_decompress) {
+ if (!image.is_null()) {
+ image = image->duplicate();
+ image->decompress();
+ ERR_FAIL_COND_V(image->is_compressed(), image);
+ switch (image->get_format()) {
+ case Image::FORMAT_RGB8: {
+ r_gl_format = GL_RGB;
+ r_gl_internal_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGB8;
+ r_compressed = false;
+ } break;
+ case Image::FORMAT_RGBA8: {
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+ } break;
+ default: {
+ image->convert(Image::FORMAT_RGBA8);
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+
+ } break;
+ }
+ }
+
+ return image;
+ }
+
+ return p_image;
+}
+
+void TextureStorage::_texture_set_state_from_flags(Texture *p_tex) {
+ // Config *config = Config::get_singleton();
+
+ if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps) {
+ if (p_tex->flags & TEXTURE_FLAG_FILTER) {
+ // these do not exactly correspond ...
+ p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
+ //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
+ } else {
+ p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
+ //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
+ }
+ } else {
+ if (p_tex->flags & TEXTURE_FLAG_FILTER) {
+ p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
+ //texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
+ } else {
+ p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ //texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
+ }
+ }
+
+ if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) {
+ if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) {
+ p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ } else {
+ p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ }
+ } else {
+ p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ }
+}
+
+void TextureStorage::_texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags) {
+ // GLenum format;
+ // GLenum internal_format;
+ // GLenum type;
+
+ // bool compressed = false;
+
+ // Config *config = Config::get_singleton();
+
+ if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
+ p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video
+ }
+
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+ texture->width = p_width;
+ texture->height = p_height;
+ texture->format = p_format;
+ texture->flags = p_flags;
+ texture->stored_cube_sides = 0;
+ texture->type = p_type;
+
+ switch (p_type) {
+ case RenderingDevice::TEXTURE_TYPE_2D: {
+ texture->target = GL_TEXTURE_2D;
+ texture->images.resize(1);
+ } break;
+ // case RenderingDevice::TEXTURE_TYPE_EXTERNAL: {
+ //#ifdef ANDROID_ENABLED
+ // texture->target = _GL_TEXTURE_EXTERNAL_OES;
+ //#else
+ // texture->target = GL_TEXTURE_2D;
+ //#endif
+ // texture->images.resize(0);
+ // } break;
+ case RenderingDevice::TEXTURE_TYPE_CUBE: {
+ texture->target = GL_TEXTURE_CUBE_MAP;
+ texture->images.resize(6);
+ } break;
+ case RenderingDevice::TEXTURE_TYPE_2D_ARRAY:
+ case RenderingDevice::TEXTURE_TYPE_3D: {
+ texture->target = GL_TEXTURE_3D;
+ ERR_PRINT("3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend.");
+ return;
+ } break;
+ default: {
+ ERR_PRINT("Unknown texture type!");
+ return;
+ }
+ }
+
+#if 0
+ // if (p_type != RS::TEXTURE_TYPE_EXTERNAL) {
+ if (p_type == RenderingDevice::TEXTURE_TYPE_2D) {
+ texture->alloc_width = texture->width;
+ texture->alloc_height = texture->height;
+ texture->resize_to_po2 = false;
+ if (!config->support_npot_repeat_mipmap) {
+ int po2_width = next_power_of_2(p_width);
+ int po2_height = next_power_of_2(p_height);
+
+ bool is_po2 = p_width == po2_width && p_height == po2_height;
+
+ if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) {
+ if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
+ //not supported
+ ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
+ texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS);
+ } else {
+ texture->alloc_height = po2_height;
+ texture->alloc_width = po2_width;
+ texture->resize_to_po2 = true;
+ }
+ }
+ }
+
+ GLenum format;
+ GLenum internal_format;
+ GLenum type;
+ bool compressed = false;
+
+ Image::Format real_format;
+ _get_gl_image_and_format(Ref<Image>(),
+ texture->format,
+ texture->flags,
+ real_format,
+ format,
+ internal_format,
+ type,
+ compressed,
+ texture->resize_to_po2);
+
+ texture->gl_format_cache = format;
+ texture->gl_type_cache = type;
+ texture->gl_internal_format_cache = internal_format;
+ texture->data_size = 0;
+ texture->mipmaps = 1;
+
+ texture->compressed = compressed;
+ }
+#endif
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ // if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
+ // glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ // glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ // glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ // } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
+ // //prealloc if video
+ // glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
+ // }
+
+ texture->active = true;
+}
+
+RID TextureStorage::texture_create() {
+ ERR_FAIL_COND_V(!_is_main_thread(), RID());
+
+ Texture *texture = memnew(Texture);
+ ERR_FAIL_COND_V(!texture, RID());
+ glGenTextures(1, &texture->tex_id);
+ texture->active = false;
+ texture->total_data_size = 0;
+
+ return texture_owner.make_rid(texture);
+}
+
+RID TextureStorage::texture_allocate() {
+ RID id = texture_create();
+ ERR_FAIL_COND_V(id == RID(), id);
+ return id;
+}
+
+void TextureStorage::texture_free(RID p_rid) {
+ Texture *t = texture_owner.get_or_null(p_rid);
+
+ // can't free a render target texture
+ ERR_FAIL_COND(t->render_target);
+ if (t->canvas_texture) {
+ memdelete(t->canvas_texture);
+ }
+
+ // info.texture_mem -= t->total_data_size; // TODO make this work again!!
+ texture_owner.free(p_rid);
+ memdelete(t);
+}
+
+void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+
+ int w = p_image->get_width();
+ int h = p_image->get_height();
+
+ _texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
+ texture_set_data(p_texture, p_image);
+}
+
+void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+}
+
+void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+}
+
+void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
+ texture_set_proxy(p_texture, p_base);
+}
+
+//RID TextureStorage::texture_2d_create(const Ref<Image> &p_image) {
+// RID id = texture_create();
+// ERR_FAIL_COND_V(id == RID(), id);
+
+// int w = p_image->get_width();
+// int h = p_image->get_height();
+
+// texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
+
+// texture_set_data(id, p_image);
+
+// return id;
+//}
+
+//RID TextureStorage::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+// return RID();
+//}
+
+//void TextureStorage::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
+// // only 1 layer so far
+// texture_set_data(p_texture, p_image);
+//}
+
+void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
+ // only 1 layer so far
+ texture_set_data(p_texture, p_image);
+}
+
+void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
+}
+
+void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
+}
+
+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>());
+
+ /*
+#ifdef TOOLS_ENABLED
+ if (tex->image_cache_2d.is_valid()) {
+ return tex->image_cache_2d;
+ }
+#endif
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+ 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);
+ }
+
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ tex->image_cache_2d = image;
+ }
+#endif
+*/
+ ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
+
+ return tex->images[0];
+
+ // return image;
+
+ // return Ref<Image>();
+}
+
+void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
+ Texture *tex_to = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex_to);
+ Texture *tex_from = texture_owner.get_or_null(p_by_texture);
+ ERR_FAIL_COND(!tex_from);
+
+ tex_to->destroy();
+ tex_to->copy_from(*tex_from);
+
+ // copy image data and upload to GL
+ tex_to->images.resize(tex_from->images.size());
+
+ for (int n = 0; n < tex_from->images.size(); n++) {
+ texture_set_data(p_texture, tex_from->images[n], n);
+ }
+
+ texture_free(p_by_texture);
+}
+
+void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND(!texture);
+ ERR_FAIL_COND(texture->render_target);
+
+ ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
+ ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
+ //real texture size is in alloc width and height
+ texture->width = p_width;
+ texture->height = p_height;
+}
+
+void TextureStorage::texture_set_path(RID p_texture, const String &p_path) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->path = p_path;
+}
+
+String TextureStorage::texture_get_path(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!texture, "");
+
+ return texture->path;
+}
+
+void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_3d = p_callback;
+ texture->detect_3d_ud = p_userdata;
+}
+
+void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_srgb = p_callback;
+ texture->detect_srgb_ud = p_userdata;
+}
+
+void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_normal = p_callback;
+ texture->detect_normal_ud = p_userdata;
+}
+
+void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
+ List<RID> textures;
+ texture_owner.get_owned_list(&textures);
+
+ for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
+ Texture *t = texture_owner.get_or_null(E->get());
+ if (!t) {
+ continue;
+ }
+ RS::TextureInfo tinfo;
+ tinfo.path = t->path;
+ tinfo.format = t->format;
+ tinfo.width = t->alloc_width;
+ tinfo.height = t->alloc_height;
+ tinfo.depth = 0;
+ tinfo.bytes = t->total_data_size;
+ r_info->push_back(tinfo);
+ }
+}
+
+void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->redraw_if_visible = p_enable;
+}
+
+Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
+ const Texture *texture = texture_owner.get_or_null(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);
+ }
+}
+
+// example use in 3.2
+// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
+
+// p_proxy is the source (pre-existing) texture?
+// and p_texture is the one that is being made into a proxy?
+//This naming is confusing. Comments!!!
+
+// The naming of the parameters seemed to be reversed?
+// The p_proxy is the source texture
+// and p_texture is actually the proxy????
+
+void TextureStorage::texture_set_proxy(RID p_texture, RID p_proxy) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ if (texture->proxy) {
+ texture->proxy->proxy_owners.erase(texture);
+ texture->proxy = nullptr;
+ }
+
+ if (p_proxy.is_valid()) {
+ Texture *proxy = texture_owner.get_or_null(p_proxy);
+ ERR_FAIL_COND(!proxy);
+ ERR_FAIL_COND(proxy == texture);
+ proxy->proxy_owners.insert(texture);
+ texture->proxy = proxy;
+ }
+}
+
+void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
+ Config *config = Config::get_singleton();
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND(!_is_main_thread());
+
+ ERR_FAIL_COND(!texture);
+ if (texture->target == GL_TEXTURE_3D) {
+ // Target is set to a 3D texture or array texture, exit early to avoid spamming errors
+ return;
+ }
+ ERR_FAIL_COND(!texture->active);
+ ERR_FAIL_COND(texture->render_target);
+ ERR_FAIL_COND(p_image.is_null());
+ ERR_FAIL_COND(texture->format != p_image->get_format());
+
+ ERR_FAIL_COND(!p_image->get_width());
+ ERR_FAIL_COND(!p_image->get_height());
+
+ // ERR_FAIL_COND(texture->type == RS::TEXTURE_TYPE_EXTERNAL);
+
+ GLenum type;
+ GLenum format;
+ GLenum internal_format;
+ bool compressed = false;
+
+ if (config->keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
+ texture->images.write[p_layer] = p_image;
+ }
+
+ // print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
+
+ 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, texture->resize_to_po2);
+
+ if (texture->resize_to_po2) {
+ if (p_image->is_compressed()) {
+ ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
+ }
+
+ if (img == p_image) {
+ img = img->duplicate();
+ }
+ img->resize_to_po2(false);
+ }
+
+ if (config->shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
+ texture->alloc_height = MAX(1, texture->alloc_height / 2);
+ texture->alloc_width = MAX(1, texture->alloc_width / 2);
+
+ 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_RGBA8) {
+ img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
+ }
+ }
+
+ GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
+
+ texture->data_size = img->get_data().size();
+ Vector<uint8_t> read = img->get_data();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ texture->ignore_mipmaps = compressed && !img->has_mipmaps();
+
+ // set filtering and repeat state
+ _texture_set_state_from_flags(texture);
+
+ //set swizle for older format compatibility
+#ifdef GLES_OVER_GL
+ switch (texture->format) {
+ case Image::FORMAT_L8: {
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+
+ } break;
+ case Image::FORMAT_LA8: {
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
+ } break;
+ default: {
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
+ glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
+
+ } break;
+ }
+#endif
+
+ int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
+
+ int w = img->get_width();
+ int h = img->get_height();
+
+ int tsize = 0;
+
+ for (int i = 0; i < mipmaps; i++) {
+ int size, ofs;
+ img->get_mipmap_offset_and_size(i, ofs, size);
+
+ if (compressed) {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ int bw = w;
+ int bh = h;
+
+ glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
+ } else {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ if (texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
+ glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
+ } else {
+ glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
+ }
+ }
+
+ tsize += size;
+
+ w = MAX(1, w >> 1);
+ h = MAX(1, h >> 1);
+ }
+
+ // info.texture_mem -= texture->total_data_size; // TODO make this work again!!
+ texture->total_data_size = tsize;
+ // info.texture_mem += texture->total_data_size; // TODO make this work again!!
+
+ // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem);
+
+ texture->stored_cube_sides |= (1 << p_layer);
+
+ if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
+ //generate mipmaps if they were requested and the image does not contain them
+ glGenerateMipmap(texture->target);
+ }
+
+ texture->mipmaps = mipmaps;
+}
+
+void TextureStorage::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
+ // TODO
+ ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
+}
+
+/*
+Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, Ref<Image>());
+ ERR_FAIL_COND_V(!texture->active, Ref<Image>());
+ ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
+
+ if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
+ return texture->images[p_layer];
+ }
+
+#ifdef GLES_OVER_GL
+
+ Image::Format real_format;
+ GLenum gl_format;
+ GLenum gl_internal_format;
+ GLenum gl_type;
+ bool compressed;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
+
+ PoolVector<uint8_t> data;
+
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ PoolVector<uint8_t>::Write wb = data.write();
+
+ 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, real_format, i);
+
+ if (texture->compressed) {
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ glGetCompressedTexImage(texture->target, i, &wb[ofs]);
+ } else {
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
+ }
+ }
+
+ wb.release();
+
+ data.resize(data_size);
+
+ Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
+
+ return Ref<Image>(img);
+#else
+
+ Image::Format real_format;
+ GLenum gl_format;
+ GLenum gl_internal_format;
+ GLenum gl_type;
+ bool compressed;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
+
+ PoolVector<uint8_t> data;
+
+ 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 memory at the end, just in case for buggy drivers
+ PoolVector<uint8_t>::Write wb = data.write();
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+
+ glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+
+ shaders.copy.bind();
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
+
+ glDeleteTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ wb.release();
+
+ 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);
+
+#endif
+}
+*/
+
+void TextureStorage::texture_set_flags(RID p_texture, uint32_t p_flags) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
+
+ texture->flags = p_flags;
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ // set filtering and repeat state
+ _texture_set_state_from_flags(texture);
+
+ if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
+ if (!had_mipmaps && texture->mipmaps == 1) {
+ glGenerateMipmap(texture->target);
+ }
+ }
+}
+
+uint32_t TextureStorage::texture_get_flags(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->flags;
+}
+
+Image::Format TextureStorage::texture_get_format(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
+
+ return texture->format;
+}
+
+RenderingDevice::TextureType TextureStorage::texture_get_type(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D);
+
+ return texture->type;
+}
+
+uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->tex_id;
+}
+
+uint32_t TextureStorage::texture_get_width(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->width;
+}
+
+uint32_t TextureStorage::texture_get_height(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->height;
+}
+
+uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->depth;
+}
+
+void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0 + p_texture_no);
+ glBindTexture(texture->target, texture->tex_id);
+}
+
+void TextureStorage::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
+ Config::get_singleton()->shrink_textures_x2 = p_enable;
+}
+
+RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
+ return RID();
+}
+
+void TextureStorage::textures_keep_original(bool p_enable) {
+ Config::get_singleton()->keep_original_textures = p_enable;
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
new file mode 100644
index 0000000000..7656cdf67e
--- /dev/null
+++ b/drivers/gles3/storage/texture_storage.h
@@ -0,0 +1,389 @@
+/*************************************************************************/
+/* texture_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEXTURE_STORAGE_GLES3_H
+#define TEXTURE_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "canvas_texture_storage.h"
+#include "config.h"
+#include "core/os/os.h"
+#include "core/templates/rid_owner.h"
+#include "render_target_storage.h"
+#include "servers/rendering/storage/texture_storage.h"
+
+namespace GLES3 {
+
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+
+#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#define _EXT_ETC1_RGB8_OES 0x8D64
+
+#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
+#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
+#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
+#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+
+#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
+
+#ifdef GLES_OVER_GL
+#define _GL_HALF_FLOAT_OES 0x140B
+#else
+#define _GL_HALF_FLOAT_OES 0x8D61
+#endif
+
+#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+
+#define _RED_OES 0x1903
+
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
+#ifndef GLES_OVER_GL
+#define glClearDepth glClearDepthf
+#endif //!GLES_OVER_GL
+
+enum OpenGLTextureFlags {
+ TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
+ TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
+ TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
+ TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
+ TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
+ TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
+ TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
+ TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
+};
+
+struct Texture {
+ RID self;
+
+ Texture *proxy = nullptr;
+ Set<Texture *> proxy_owners;
+
+ String path;
+ uint32_t flags;
+ int width, height, depth;
+ int alloc_width, alloc_height;
+ Image::Format format;
+ RenderingDevice::TextureType type;
+
+ GLenum target;
+ GLenum gl_format_cache;
+ GLenum gl_internal_format_cache;
+ GLenum gl_type_cache;
+
+ int data_size;
+ int total_data_size;
+ bool ignore_mipmaps;
+
+ bool compressed;
+
+ bool srgb;
+
+ int mipmaps;
+
+ bool resize_to_po2;
+
+ bool active;
+ GLenum tex_id;
+
+ uint16_t stored_cube_sides;
+
+ RenderTarget *render_target = nullptr;
+
+ Vector<Ref<Image>> images;
+
+ bool redraw_if_visible;
+
+ RS::TextureDetectCallback detect_3d;
+ void *detect_3d_ud = nullptr;
+
+ RS::TextureDetectCallback detect_srgb;
+ void *detect_srgb_ud = nullptr;
+
+ RS::TextureDetectCallback detect_normal;
+ void *detect_normal_ud = nullptr;
+
+ CanvasTexture *canvas_texture = nullptr;
+
+ // some silly opengl shenanigans where
+ // texture coords start from bottom left, means we need to draw render target textures upside down
+ // to be compatible with vulkan etc.
+ bool is_upside_down() const {
+ if (proxy) {
+ return proxy->is_upside_down();
+ }
+
+ return render_target != nullptr;
+ }
+
+ Texture() {
+ create();
+ }
+
+ _ALWAYS_INLINE_ Texture *get_ptr() {
+ if (proxy) {
+ return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
+ } else {
+ return this;
+ }
+ }
+
+ ~Texture() {
+ destroy();
+
+ if (tex_id != 0) {
+ glDeleteTextures(1, &tex_id);
+ }
+ }
+
+ void copy_from(const Texture &o) {
+ proxy = o.proxy;
+ flags = o.flags;
+ width = o.width;
+ height = o.height;
+ alloc_width = o.alloc_width;
+ alloc_height = o.alloc_height;
+ format = o.format;
+ type = o.type;
+ target = o.target;
+ data_size = o.data_size;
+ total_data_size = o.total_data_size;
+ ignore_mipmaps = o.ignore_mipmaps;
+ compressed = o.compressed;
+ mipmaps = o.mipmaps;
+ resize_to_po2 = o.resize_to_po2;
+ active = o.active;
+ tex_id = o.tex_id;
+ stored_cube_sides = o.stored_cube_sides;
+ render_target = o.render_target;
+ redraw_if_visible = o.redraw_if_visible;
+ detect_3d = o.detect_3d;
+ detect_3d_ud = o.detect_3d_ud;
+ detect_srgb = o.detect_srgb;
+ detect_srgb_ud = o.detect_srgb_ud;
+ detect_normal = o.detect_normal;
+ detect_normal_ud = o.detect_normal_ud;
+
+ images.clear();
+ }
+
+ void create() {
+ proxy = nullptr;
+ flags = 0;
+ width = 0;
+ height = 0;
+ alloc_width = 0;
+ alloc_height = 0;
+ format = Image::FORMAT_L8;
+ type = RenderingDevice::TEXTURE_TYPE_2D;
+ target = 0;
+ data_size = 0;
+ total_data_size = 0;
+ ignore_mipmaps = false;
+ compressed = false;
+ mipmaps = 0;
+ resize_to_po2 = false;
+ active = false;
+ tex_id = 0;
+ stored_cube_sides = 0;
+ render_target = nullptr;
+ redraw_if_visible = false;
+ detect_3d = nullptr;
+ detect_3d_ud = nullptr;
+ detect_srgb = nullptr;
+ detect_srgb_ud = nullptr;
+ detect_normal = nullptr;
+ detect_normal_ud = nullptr;
+ }
+ void destroy() {
+ images.clear();
+
+ for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
+ E->get()->proxy = nullptr;
+ }
+
+ if (proxy) {
+ proxy->proxy_owners.erase(this);
+ }
+ }
+
+ // texture state
+ void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
+ if (p_filter == state_filter) {
+ return;
+ }
+ state_filter = p_filter;
+ GLint pmin = GL_LINEAR; // param min
+ GLint pmag = GL_LINEAR; // param mag
+ switch (state_filter) {
+ default: {
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ pmin = GL_LINEAR_MIPMAP_LINEAR;
+ pmag = GL_LINEAR;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
+ pmin = GL_NEAREST;
+ pmag = GL_NEAREST;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
+ pmin = GL_NEAREST_MIPMAP_NEAREST;
+ pmag = GL_NEAREST;
+ } break;
+ }
+ glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
+ glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
+ }
+ void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
+ if (p_repeat == state_repeat) {
+ return;
+ }
+ state_repeat = p_repeat;
+ GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
+ switch (state_repeat) {
+ default: {
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
+ prep = GL_REPEAT;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
+ prep = GL_MIRRORED_REPEAT;
+ } break;
+ }
+ glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
+ glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
+ }
+
+private:
+ RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+};
+
+class TextureStorage : public RendererTextureStorage {
+private:
+ static TextureStorage *singleton;
+
+ Thread::ID _main_thread_id = 0;
+ bool _is_main_thread();
+
+ mutable RID_PtrOwner<Texture> texture_owner;
+
+ Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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;
+ void _texture_set_state_from_flags(Texture *p_tex);
+
+ void texture_set_proxy(RID p_texture, RID p_proxy);
+
+public:
+ static TextureStorage *get_singleton();
+
+ TextureStorage();
+ virtual ~TextureStorage();
+
+ Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
+ bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
+ RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
+
+ void set_main_thread_id(Thread::ID p_id);
+
+ virtual bool can_create_resources_async() const override;
+
+ RID texture_create();
+ void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
+
+ virtual RID texture_allocate() override;
+ virtual void texture_free(RID p_rid) override;
+
+ virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
+ virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
+ virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
+ virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
+
+ virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
+ virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
+
+ //these two APIs can be used together or in combination with the others.
+ virtual void texture_2d_placeholder_initialize(RID p_texture) override;
+ virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
+ virtual void texture_3d_placeholder_initialize(RID p_texture) override;
+
+ virtual Ref<Image> texture_2d_get(RID p_texture) const override;
+ virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
+
+ virtual void texture_replace(RID p_texture, RID p_by_texture) override;
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
+
+ virtual void texture_set_path(RID p_texture, const String &p_path) override;
+ virtual String texture_get_path(RID p_texture) const override;
+
+ virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
+ void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
+
+ virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
+
+ virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
+
+ virtual Size2 texture_size_with_proxy(RID p_proxy) override;
+
+ void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
+ void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
+ //Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
+ void texture_set_flags(RID p_texture, uint32_t p_flags);
+ uint32_t texture_get_flags(RID p_texture) const;
+ Image::Format texture_get_format(RID p_texture) const;
+ RenderingDevice::TextureType texture_get_type(RID p_texture) const;
+ uint32_t texture_get_texid(RID p_texture) const;
+ uint32_t texture_get_width(RID p_texture) const;
+ uint32_t texture_get_height(RID p_texture) const;
+ uint32_t texture_get_depth(RID p_texture) const;
+ void texture_bind(RID p_texture, uint32_t p_texture_no);
+ void texture_set_shrink_all_x2_on_set_data(bool p_enable);
+ RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
+ void textures_keep_original(bool p_enable);
+};
+
+} // namespace GLES3
+
+#endif // !GLES3_ENABLED
+
+#endif // !TEXTURE_STORAGE_GLES3_H
diff --git a/drivers/gles3/texture_loader_gles3.cpp b/drivers/gles3/texture_loader_gles3.cpp
index f8d4cfdc61..8c8724686d 100644
--- a/drivers/gles3/texture_loader_gles3.cpp
+++ b/drivers/gles3/texture_loader_gles3.cpp
@@ -52,7 +52,7 @@ RES ResourceFormatGLES2Texture::load(const String &p_path, const String &p_origi
uint8_t **row_p = memnew_arr(uint8_t *, height);
for (unsigned int i = 0; i < height; i++) {
- row_p[i] = 0; //No colors any more, I want them to turn black
+ row_p[i] = nullptr; // No colors any more, I want them to turn black.
}
memdelete_arr(row_p);