diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 44 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.h | 6 | ||||
-rw-r--r-- | drivers/gles3/storage/render_scene_buffers_gles3.cpp | 62 | ||||
-rw-r--r-- | drivers/gles3/storage/render_scene_buffers_gles3.h | 3 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.cpp | 293 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.h | 30 |
7 files changed, 310 insertions, 136 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 29252c8677..0a64cda787 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -581,7 +581,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken); } - if (r_last_index >= index) { + if (index == 0) { // Nothing to render, just return. state.current_batch_index = 0; state.canvas_instance_batches.clear(); @@ -1006,13 +1006,15 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) { _new_batch(r_batch_broken, r_index); - state.canvas_instance_batches[state.current_batch_index].tex = RID(); + state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture; state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE; state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE; } + _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); + 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; @@ -1325,7 +1327,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) { if (r_index >= data.max_instances_per_ubo - 1) { - WARN_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'"); + ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'"); return; } diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 6e9d4e5963..734911ccdb 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -595,6 +595,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons sky->reflection_dirty = true; } + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer); if (shader_data->uses_light) { sky_globals.directional_light_count = 0; for (int i = 0; i < (int)p_lights.size(); i++) { @@ -678,7 +679,6 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons } if (light_data_dirty) { - glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); @@ -847,7 +847,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); Projection correction; - correction.set_depth_correction(true); + correction.columns[1][1] = -1.0; cm = correction * cm; GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); @@ -1265,7 +1265,7 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const // Needs to be called after _setup_lights so that directional_light_count is accurate. void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows) { Projection correction; - correction.set_depth_correction(p_flip_y); + correction.columns[1][1] = p_flip_y ? -1.0 : 1.0; Projection projection = correction * p_render_data->cam_projection; //store camera into ubo GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); @@ -1642,6 +1642,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ ERR_FAIL_COND(rb.is_null()); } + GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target); + ERR_FAIL_COND(!rt); + // Assign render data // Use the format from rendererRD RenderDataGLES3 render_data; @@ -1729,8 +1732,20 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization. + bool flip_y = !render_data.reflection_probe.is_valid(); + + if (rt->overridden.color.is_valid()) { + // If we've overridden the render target's color texture, then don't render upside down. + // We're probably rendering directly to an XR device. + flip_y = false; + } + if (!flip_y) { + // If we're rendering right-side up, then we need to change the winding order. + glFrontFace(GL_CW); + } + _setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count); - _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false); + _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false); _fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR); render_list[RENDER_LIST_OPAQUE].sort_by_key(); @@ -1792,7 +1807,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ Projection projection = render_data.cam_projection; if (render_data.reflection_probe.is_valid()) { Projection correction; - correction.set_depth_correction(true); + correction.columns[1][1] = -1.0; projection = correction * render_data.cam_projection; } @@ -1811,7 +1826,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ } } - glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); glViewport(0, 0, rb->width, rb->height); // Do depth prepass if it's explicitly enabled @@ -1917,6 +1932,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true); + if (!flip_y) { + // Restore the default winding order. + glFrontFace(GL_CCW); + } + if (rb.is_valid()) { _render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex); } @@ -1973,6 +1993,8 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, } } + bool should_request_redraw = false; + for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurface *surf = p_params->elements[i]; GeometryInstanceGLES3 *inst = surf->owner; @@ -2003,6 +2025,11 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, continue; } + //request a redraw if one of the shaders uses TIME + if (shader->uses_time) { + should_request_redraw = true; + } + if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { if (scene_state.current_depth_test != shader->depth_test) { if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) { @@ -2227,6 +2254,11 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, glDisableVertexAttribArray(15); } } + + // Make the actual redraw request + if (should_request_redraw) { + RenderingServerDefault::redraw_request(); + } } void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index f5b4a8cb3c..3ab7642357 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -75,10 +75,10 @@ private: CharString general_defines; // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version - // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader + // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader // All variants are compiled each time a new version is created - // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance - // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) + // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance + // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { Vector<StringName> texture_uniforms; CharString uniforms; diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp index b8e4530f56..e0e78de728 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp +++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp @@ -33,17 +33,12 @@ #include "render_scene_buffers_gles3.h" #include "texture_storage.h" -#ifdef ANDROID_ENABLED -#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR -#endif - RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() { free_render_buffer_data(); } void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); - GLES3::Config *config = GLES3::Config::get_singleton(); //internal_size.x = p_internal_size.x; // ignore for now //internal_size.y = p_internal_size.y; @@ -62,66 +57,9 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); is_transparent = rt->is_transparent; - - // framebuffer - glGenFramebuffers(1, &framebuffer); - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); - - if (view_count > 1 && config->multiview_supported) { - glBindTexture(GL_TEXTURE_2D_ARRAY, rt->color); - glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, view_count); - } else { - glBindTexture(GL_TEXTURE_2D, rt->color); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); - } - - glGenTextures(1, &depth_texture); - if (view_count > 1 && config->multiview_supported) { - glBindTexture(GL_TEXTURE_2D_ARRAY, depth_texture); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); - - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } else { - glBindTexture(GL_TEXTURE_2D, depth_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - - if (view_count > 1 && config->multiview_supported) { - glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture, 0, 0, view_count); - } else { - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); - } - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - glBindTexture(GL_TEXTURE_2D, 0); - glBindTexture(GL_TEXTURE_2D_ARRAY, 0); - glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo); - - if (status != GL_FRAMEBUFFER_COMPLETE) { - free_render_buffer_data(); - WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status)); - return; - } } void RenderSceneBuffersGLES3::free_render_buffer_data() { - if (depth_texture) { - glDeleteTextures(1, &depth_texture); - depth_texture = 0; - } - if (framebuffer) { - glDeleteFramebuffers(1, &framebuffer); - framebuffer = 0; - } } #endif // GLES3_ENABLED diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.h b/drivers/gles3/storage/render_scene_buffers_gles3.h index dbedbd22c3..092c14e1b8 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.h +++ b/drivers/gles3/storage/render_scene_buffers_gles3.h @@ -61,9 +61,6 @@ public: bool is_transparent = false; RID render_target; - GLuint internal_texture = 0; // Used for rendering when post effects are enabled - GLuint depth_texture = 0; // Main depth texture - GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture //built-in textures used for ping pong image processing and blurring struct Blur { diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 19806a3847..2c2341e1cf 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -614,7 +614,9 @@ void TextureStorage::texture_free(RID p_texture) { } if (t->tex_id != 0) { - glDeleteTextures(1, &t->tex_id); + if (!t->is_external) { + glDeleteTextures(1, &t->tex_id); + } t->tex_id = 0; } @@ -680,6 +682,35 @@ void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { texture_owner.initialize_rid(p_texture, proxy_tex); } +RID TextureStorage::texture_create_external(Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) { + Texture texture; + texture.active = true; + texture.is_external = true; + texture.type = p_type; + + switch (p_type) { + case Texture::TYPE_2D: { + texture.target = GL_TEXTURE_2D; + } break; + case Texture::TYPE_3D: { + texture.target = GL_TEXTURE_3D; + } break; + case Texture::TYPE_LAYERED: { + texture.target = GL_TEXTURE_2D_ARRAY; + } break; + } + + texture.real_format = texture.format = p_format; + texture.tex_id = p_image; + texture.alloc_width = texture.width = p_width; + texture.alloc_height = texture.height = p_height; + texture.depth = p_depth; + texture.layers = p_layers; + texture.layered_type = p_layered_type; + + return texture_owner.make_rid(texture); +} + void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) { texture_set_data(p_texture, p_image, p_layer); #ifdef TOOLS_ENABLED @@ -1463,43 +1494,74 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { glDepthMask(GL_FALSE); { - /* Front FBO */ + Texture *texture; + bool use_multiview = rt->view_count > 1 && config->multiview_supported; + GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; - Texture *texture = get_texture(rt->texture); - ERR_FAIL_COND(!texture); + /* Front FBO */ - // framebuffer glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); // color - glGenTextures(1, &rt->color); - if (rt->view_count > 1 && config->multiview_supported) { - glBindTexture(GL_TEXTURE_2D_ARRAY, rt->color); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr); - - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + if (rt->overridden.color.is_valid()) { + texture = get_texture(rt->overridden.color); + ERR_FAIL_COND(!texture); + + rt->color = texture->tex_id; + rt->size = Size2i(texture->width, texture->height); } else { - glBindTexture(GL_TEXTURE_2D, rt->color); - glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr); + texture = get_texture(rt->texture); + ERR_FAIL_COND(!texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } + glGenTextures(1, &rt->color); + glBindTexture(texture_target, rt->color); + + if (use_multiview) { + glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr); + } else { + glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr); + } - if (rt->view_count > 1 && config->multiview_supported) { + glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + if (use_multiview) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); } - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + // depth + if (rt->overridden.depth.is_valid()) { + texture = get_texture(rt->overridden.depth); + ERR_FAIL_COND(!texture); + rt->depth = texture->tex_id; + } else { + glGenTextures(1, &rt->depth); + glBindTexture(texture_target, rt->depth); + + if (use_multiview) { + glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + } else { + glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + } + + glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + if (use_multiview) { + glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count); + } else { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteFramebuffers(1, &rt->fbo); glDeleteTextures(1, &rt->color); @@ -1507,32 +1569,38 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { rt->size.x = 0; rt->size.y = 0; rt->color = 0; - texture->tex_id = 0; - texture->active = false; + rt->depth = 0; + if (rt->overridden.color.is_null()) { + texture->tex_id = 0; + texture->active = false; + } WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status)); return; } - texture->format = rt->image_format; - texture->real_format = rt->image_format; - if (rt->view_count > 1 && config->multiview_supported) { - texture->type = Texture::TYPE_LAYERED; - texture->target = GL_TEXTURE_2D_ARRAY; - texture->layers = rt->view_count; + if (rt->overridden.color.is_valid()) { + texture->is_render_target = true; } else { - texture->type = Texture::TYPE_2D; - texture->target = GL_TEXTURE_2D; - texture->layers = 1; + texture->format = rt->image_format; + texture->real_format = rt->image_format; + texture->target = texture_target; + if (rt->view_count > 1 && config->multiview_supported) { + texture->type = Texture::TYPE_LAYERED; + texture->layers = rt->view_count; + } else { + texture->type = Texture::TYPE_2D; + texture->layers = 1; + } + texture->gl_format_cache = rt->color_format; + texture->gl_type_cache = GL_UNSIGNED_BYTE; + texture->gl_internal_format_cache = rt->color_internal_format; + texture->tex_id = rt->color; + texture->width = rt->size.x; + texture->alloc_width = rt->size.x; + texture->height = rt->size.y; + texture->alloc_height = rt->size.y; + texture->active = true; } - texture->gl_format_cache = rt->color_format; - texture->gl_type_cache = GL_UNSIGNED_BYTE; - texture->gl_internal_format_cache = rt->color_internal_format; - texture->tex_id = rt->color; - texture->width = rt->size.x; - texture->alloc_width = rt->size.x; - texture->height = rt->size.y; - texture->alloc_height = rt->size.y; - texture->active = true; } glClearColor(0, 0, 0, 0); @@ -1600,17 +1668,32 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { if (rt->fbo) { glDeleteFramebuffers(1, &rt->fbo); - glDeleteTextures(1, &rt->color); rt->fbo = 0; + } + + if (rt->overridden.color.is_null()) { + glDeleteTextures(1, &rt->color); rt->color = 0; } - Texture *tex = get_texture(rt->texture); - tex->alloc_height = 0; - tex->alloc_width = 0; - tex->width = 0; - tex->height = 0; - tex->active = false; + if (rt->overridden.depth.is_null()) { + glDeleteTextures(1, &rt->depth); + rt->depth = 0; + } + + if (rt->texture.is_valid()) { + Texture *tex = get_texture(rt->texture); + tex->alloc_height = 0; + tex->alloc_width = 0; + tex->width = 0; + tex->height = 0; + tex->active = false; + } + + if (rt->overridden.color.is_valid()) { + Texture *tex = get_texture(rt->overridden.color); + tex->is_render_target = false; + } if (rt->backbuffer_fbo != 0) { glDeleteFramebuffers(1, &rt->backbuffer_fbo); @@ -1621,6 +1704,15 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { _render_target_clear_sdf(rt); } +void TextureStorage::_clear_render_target_overridden_fbo_cache(RenderTarget *rt) { + // Dispose of the cached fbo's and the allocated textures + for (KeyValue<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry> &E : rt->overridden.fbo_cache) { + glDeleteTextures(E.value.allocated_textures.size(), E.value.allocated_textures.ptr()); + glDeleteFramebuffers(1, &E.value.fbo); + } + rt->overridden.fbo_cache.clear(); +} + RID TextureStorage::render_target_create() { RenderTarget render_target; //render_target.was_used = false; @@ -1639,11 +1731,14 @@ RID TextureStorage::render_target_create() { void TextureStorage::render_target_free(RID p_rid) { RenderTarget *rt = render_target_owner.get_or_null(p_rid); _clear_render_target(rt); + _clear_render_target_overridden_fbo_cache(rt); Texture *t = get_texture(rt->texture); if (t) { t->is_render_target = false; - texture_free(rt->texture); + if (rt->overridden.color.is_null()) { + texture_free(rt->texture); + } //memdelete(t); } render_target_owner.free(p_rid); @@ -1670,6 +1765,9 @@ void TextureStorage::render_target_set_size(RID p_render_target, int p_width, in if (p_width == rt->size.x && p_height == rt->size.y && p_view_count == rt->view_count) { return; } + if (rt->overridden.color.is_valid()) { + return; + } _clear_render_target(rt); @@ -1687,10 +1785,91 @@ Size2i TextureStorage::render_target_get_size(RID p_render_target) const { return rt->size; } +void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + ERR_FAIL_COND(rt->direct_to_screen); + + rt->overridden.velocity = p_velocity_texture; + + if (rt->overridden.color == p_color_texture && rt->overridden.depth == p_depth_texture) { + return; + } + + if (p_color_texture.is_null() && p_depth_texture.is_null()) { + _clear_render_target(rt); + rt->overridden.is_overridden = false; + rt->overridden.color = RID(); + rt->overridden.depth = RID(); + rt->size = Size2i(); + _clear_render_target_overridden_fbo_cache(rt); + return; + } + + if (!rt->overridden.is_overridden) { + _clear_render_target(rt); + } + + rt->overridden.color = p_color_texture; + rt->overridden.depth = p_depth_texture; + rt->overridden.is_overridden = true; + + uint32_t hash_key = hash_murmur3_one_64(p_color_texture.get_id()); + hash_key = hash_murmur3_one_64(p_depth_texture.get_id(), hash_key); + hash_key = hash_fmix32(hash_key); + + RBMap<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry>::Element *cache; + if ((cache = rt->overridden.fbo_cache.find(hash_key)) != nullptr) { + rt->fbo = cache->get().fbo; + rt->size = cache->get().size; + rt->texture = p_color_texture; + return; + } + + _update_render_target(rt); + + RenderTarget::RTOverridden::FBOCacheEntry new_entry; + new_entry.fbo = rt->fbo; + new_entry.size = rt->size; + // Keep track of any textures we had to allocate because they weren't overridden. + if (p_color_texture.is_null()) { + new_entry.allocated_textures.push_back(rt->color); + } + if (p_depth_texture.is_null()) { + new_entry.allocated_textures.push_back(rt->depth); + } + rt->overridden.fbo_cache.insert(hash_key, new_entry); +} + +RID TextureStorage::render_target_get_override_color(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.color; +} + +RID TextureStorage::render_target_get_override_depth(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.depth; +} + +RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->overridden.velocity; +} + RID TextureStorage::render_target_get_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, RID()); + if (rt->overridden.color.is_valid()) { + return rt->overridden.color; + } + return rt->texture; } @@ -1700,8 +1879,10 @@ void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_t rt->is_transparent = p_transparent; - _clear_render_target(rt); - _update_render_target(rt); + if (rt->overridden.color.is_null()) { + _clear_render_target(rt); + _update_render_target(rt); + } } bool TextureStorage::render_target_get_transparent(RID p_render_target) const { @@ -1722,6 +1903,11 @@ void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, boo // those functions change how they operate depending on the value of DIRECT_TO_SCREEN _clear_render_target(rt); rt->direct_to_screen = p_direct_to_screen; + if (rt->direct_to_screen) { + rt->overridden.color = RID(); + rt->overridden.depth = RID(); + rt->overridden.velocity = RID(); + } _update_render_target(rt); } @@ -1754,6 +1940,7 @@ void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSA } WARN_PRINT("2D MSAA is not yet supported for GLES3."); + _clear_render_target(rt); rt->msaa = p_msaa; _update_render_target(rt); diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index 7668912890..7714e72f62 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -126,6 +126,7 @@ struct Texture { RID self; bool is_proxy = false; + bool is_external = false; bool is_render_target = false; RID proxy_to = RID(); @@ -187,6 +188,7 @@ struct Texture { void copy_from(const Texture &o) { proxy_to = o.proxy_to; is_proxy = o.is_proxy; + is_external = o.is_external; width = o.width; height = o.height; alloc_width = o.alloc_width; @@ -310,6 +312,7 @@ struct RenderTarget { RID self; GLuint fbo = 0; GLuint color = 0; + GLuint depth = 0; GLuint backbuffer_fbo = 0; GLuint backbuffer = 0; @@ -333,6 +336,20 @@ struct RenderTarget { bool used_in_frame = false; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; + struct RTOverridden { + bool is_overridden = false; + RID color; + RID depth; + RID velocity; + + struct FBOCacheEntry { + GLuint fbo; + Size2i size; + Vector<GLuint> allocated_textures; + }; + RBMap<uint32_t, FBOCacheEntry> fbo_cache; + } overridden; + RID texture; Color clear_color = Color(1, 1, 1, 1); @@ -395,6 +412,7 @@ private: mutable RID_Owner<RenderTarget> render_target_owner; void _clear_render_target(RenderTarget *rt); + void _clear_render_target_overridden_fbo_cache(RenderTarget *rt); void _update_render_target(RenderTarget *rt); void _create_render_target_backbuffer(RenderTarget *rt); void _render_target_allocate_sdf(RenderTarget *rt); @@ -454,6 +472,8 @@ public: 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 + RID texture_create_external(Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type = RS::TEXTURE_LAYERED_2D_ARRAY); + 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; @@ -595,12 +615,10 @@ public: virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override {} virtual RID render_target_get_vrs_texture(RID p_render_target) const override { return RID(); } - virtual void render_target_set_override_color(RID p_render_target, RID p_texture) override {} - virtual RID render_target_get_override_color(RID p_render_target) const override { return RID(); } - virtual void render_target_set_override_depth(RID p_render_target, RID p_texture) override {} - virtual RID render_target_get_override_depth(RID p_render_target) const override { return RID(); } - virtual void render_target_set_override_velocity(RID p_render_target, RID p_texture) override {} - virtual RID render_target_get_override_velocity(RID p_render_target) const override { return RID(); } + virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) override; + virtual RID render_target_get_override_color(RID p_render_target) const override; + virtual RID render_target_get_override_depth(RID p_render_target) const override; + virtual RID render_target_get_override_velocity(RID p_render_target) const override; virtual RID render_target_get_texture(RID p_render_target) override; |