summaryrefslogtreecommitdiff
path: root/drivers
diff options
context:
space:
mode:
Diffstat (limited to 'drivers')
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.cpp184
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.h38
-rw-r--r--drivers/gles3/effects/copy_effects.cpp19
-rw-r--r--drivers/gles3/effects/copy_effects.h2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp642
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h47
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp35
-rw-r--r--drivers/gles3/rasterizer_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp94
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h12
-rw-r--r--drivers/gles3/shader_gles3.cpp33
-rw-r--r--drivers/gles3/shader_gles3.h14
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/canvas.glsl149
-rw-r--r--drivers/gles3/shaders/canvas_occlusion.glsl68
-rw-r--r--drivers/gles3/shaders/canvas_sdf.glsl205
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
-rw-r--r--drivers/gles3/shaders/scene.glsl51
-rw-r--r--drivers/gles3/shaders/tonemap.glsl20
-rw-r--r--drivers/gles3/storage/config.cpp34
-rw-r--r--drivers/gles3/storage/config.h12
-rw-r--r--drivers/gles3/storage/material_storage.cpp35
-rw-r--r--drivers/gles3/storage/material_storage.h2
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp40
-rw-r--r--drivers/gles3/storage/mesh_storage.h11
-rw-r--r--drivers/gles3/storage/render_scene_buffers_gles3.cpp40
-rw-r--r--drivers/gles3/storage/render_scene_buffers_gles3.h5
-rw-r--r--drivers/gles3/storage/texture_storage.cpp682
-rw-r--r--drivers/gles3/storage/texture_storage.h89
-rw-r--r--drivers/gles3/storage/utilities.cpp177
-rw-r--r--drivers/gles3/storage/utilities.h87
-rw-r--r--drivers/unix/os_unix.cpp6
-rw-r--r--drivers/vulkan/rendering_device_vulkan.cpp74
-rw-r--r--drivers/vulkan/vulkan_context.cpp87
-rw-r--r--drivers/vulkan/vulkan_context.h1
35 files changed, 2419 insertions, 640 deletions
diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp
index d2a0076023..61fecccb6b 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.cpp
+++ b/drivers/alsamidi/midi_driver_alsamidi.cpp
@@ -37,85 +37,135 @@
#include <errno.h>
-static int get_message_size(uint8_t message) {
- switch (message & 0xF0) {
- case 0x80: // note off
- case 0x90: // note on
- case 0xA0: // aftertouch
- case 0xB0: // continuous controller
- case 0xE0: // pitch bend
- case 0xF2: // song position pointer
- return 3;
-
- case 0xC0: // patch change
- case 0xD0: // channel pressure
- case 0xF1: // time code quarter frame
- case 0xF3: // song select
+MIDIDriverALSAMidi::MessageCategory MIDIDriverALSAMidi::msg_category(uint8_t msg_part) {
+ if (msg_part >= 0xf8) {
+ return MessageCategory::RealTime;
+ } else if (msg_part >= 0xf0) {
+ // System Exclusive begin/end are specified as System Common Category messages,
+ // but we separate them here and give them their own categories as their
+ // behavior is significantly different.
+ if (msg_part == 0xf0) {
+ return MessageCategory::SysExBegin;
+ } else if (msg_part == 0xf7) {
+ return MessageCategory::SysExEnd;
+ }
+ return MessageCategory::SystemCommon;
+ } else if (msg_part >= 0x80) {
+ return MessageCategory::Voice;
+ }
+ return MessageCategory::Data;
+}
+
+size_t MIDIDriverALSAMidi::msg_expected_data(uint8_t status_byte) {
+ if (msg_category(status_byte) == MessageCategory::Voice) {
+ // Voice messages have a channel number in the status byte, mask it out.
+ status_byte &= 0xf0;
+ }
+
+ switch (status_byte) {
+ case 0x80: // Note Off
+ case 0x90: // Note On
+ case 0xA0: // Polyphonic Key Pressure (Aftertouch)
+ case 0xB0: // Control Change (CC)
+ case 0xE0: // Pitch Bend Change
+ case 0xF2: // Song Position Pointer
return 2;
- case 0xF0: // SysEx start
- case 0xF4: // reserved
- case 0xF5: // reserved
- case 0xF6: // tune request
- case 0xF7: // SysEx end
- case 0xF8: // timing clock
- case 0xF9: // reserved
- case 0xFA: // start
- case 0xFB: // continue
- case 0xFC: // stop
- case 0xFD: // reserved
- case 0xFE: // active sensing
- case 0xFF: // reset
+ case 0xC0: // Program Change
+ case 0xD0: // Channel Pressure (Aftertouch)
+ case 0xF1: // MIDI Time Code Quarter Frame
+ case 0xF3: // Song Select
return 1;
}
- return 256;
+ return 0;
+}
+
+void MIDIDriverALSAMidi::InputConnection::parse_byte(uint8_t byte, MIDIDriverALSAMidi &driver,
+ uint64_t timestamp) {
+ switch (msg_category(byte)) {
+ case MessageCategory::RealTime:
+ // Real-Time messages are single byte messages that can
+ // occur at any point.
+ // We pass them straight through.
+ driver.receive_input_packet(timestamp, &byte, 1);
+ break;
+
+ case MessageCategory::Data:
+ // We don't currently forward System Exclusive messages so skip their data.
+ // Collect any expected data for other message types.
+ if (!skipping_sys_ex && expected_data > received_data) {
+ buffer[received_data + 1] = byte;
+ received_data++;
+
+ // Forward a complete message and reset relevant state.
+ if (received_data == expected_data) {
+ driver.receive_input_packet(timestamp, buffer, received_data + 1);
+ received_data = 0;
+
+ if (msg_category(buffer[0]) != MessageCategory::Voice) {
+ // Voice Category messages can be sent with "running status".
+ // This means they don't resend the status byte until it changes.
+ // For other categories, we reset expected data, to require a new status byte.
+ expected_data = 0;
+ }
+ }
+ }
+ break;
+
+ case MessageCategory::SysExBegin:
+ buffer[0] = byte;
+ skipping_sys_ex = true;
+ break;
+
+ case MessageCategory::SysExEnd:
+ expected_data = 0;
+ skipping_sys_ex = false;
+ break;
+
+ case MessageCategory::Voice:
+ case MessageCategory::SystemCommon:
+ buffer[0] = byte;
+ received_data = 0;
+ expected_data = msg_expected_data(byte);
+ skipping_sys_ex = false;
+ if (expected_data == 0) {
+ driver.receive_input_packet(timestamp, &byte, 1);
+ }
+ break;
+ }
+}
+
+int MIDIDriverALSAMidi::InputConnection::read_in(MIDIDriverALSAMidi &driver, uint64_t timestamp) {
+ int ret;
+ do {
+ uint8_t byte = 0;
+ ret = snd_rawmidi_read(rawmidi_ptr, &byte, 1);
+
+ if (ret < 0) {
+ if (ret != -EAGAIN) {
+ ERR_PRINT("snd_rawmidi_read error: " + String(snd_strerror(ret)));
+ }
+ } else {
+ parse_byte(byte, driver, timestamp);
+ }
+ } while (ret > 0);
+
+ return ret;
}
void MIDIDriverALSAMidi::thread_func(void *p_udata) {
MIDIDriverALSAMidi *md = static_cast<MIDIDriverALSAMidi *>(p_udata);
uint64_t timestamp = 0;
- uint8_t buffer[256];
- int expected_size = 255;
- int bytes = 0;
while (!md->exit_thread.is_set()) {
- int ret;
-
md->lock();
- for (int i = 0; i < md->connected_inputs.size(); i++) {
- snd_rawmidi_t *midi_in = md->connected_inputs[i];
- do {
- uint8_t byte = 0;
- ret = snd_rawmidi_read(midi_in, &byte, 1);
- if (ret < 0) {
- if (ret != -EAGAIN) {
- ERR_PRINT("snd_rawmidi_read error: " + String(snd_strerror(ret)));
- }
- } else {
- if (byte & 0x80) {
- // Flush previous packet if there is any
- if (bytes) {
- md->receive_input_packet(timestamp, buffer, bytes);
- bytes = 0;
- }
- expected_size = get_message_size(byte);
- // After a SysEx start, all bytes are data until a SysEx end, so
- // we're going to end the command at the SES, and let the common
- // driver ignore the following data bytes.
- }
+ InputConnection *connections = md->connected_inputs.ptrw();
+ size_t connection_count = md->connected_inputs.size();
- if (bytes < 256) {
- buffer[bytes++] = byte;
- // If we know the size of the current packet receive it if it reached the expected size
- if (bytes >= expected_size) {
- md->receive_input_packet(timestamp, buffer, bytes);
- bytes = 0;
- }
- }
- }
- } while (ret > 0);
+ for (size_t i = 0; i < connection_count; i++) {
+ connections[i].read_in(*md, timestamp);
}
md->unlock();
@@ -139,7 +189,7 @@ Error MIDIDriverALSAMidi::open() {
snd_rawmidi_t *midi_in;
int ret = snd_rawmidi_open(&midi_in, nullptr, name, SND_RAWMIDI_NONBLOCK);
if (ret >= 0) {
- connected_inputs.insert(i++, midi_in);
+ connected_inputs.insert(i++, InputConnection(midi_in));
}
}
@@ -160,7 +210,7 @@ void MIDIDriverALSAMidi::close() {
thread.wait_to_finish();
for (int i = 0; i < connected_inputs.size(); i++) {
- snd_rawmidi_t *midi_in = connected_inputs[i];
+ snd_rawmidi_t *midi_in = connected_inputs[i].rawmidi_ptr;
snd_rawmidi_close(midi_in);
}
connected_inputs.clear();
@@ -179,7 +229,7 @@ PackedStringArray MIDIDriverALSAMidi::get_connected_inputs() {
lock();
for (int i = 0; i < connected_inputs.size(); i++) {
- snd_rawmidi_t *midi_in = connected_inputs[i];
+ snd_rawmidi_t *midi_in = connected_inputs[i].rawmidi_ptr;
snd_rawmidi_info_t *info;
snd_rawmidi_info_malloc(&info);
diff --git a/drivers/alsamidi/midi_driver_alsamidi.h b/drivers/alsamidi/midi_driver_alsamidi.h
index ac3530b1b2..9265dede3d 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.h
+++ b/drivers/alsamidi/midi_driver_alsamidi.h
@@ -46,12 +46,48 @@ class MIDIDriverALSAMidi : public MIDIDriver {
Thread thread;
Mutex mutex;
- Vector<snd_rawmidi_t *> connected_inputs;
+ class InputConnection {
+ public:
+ InputConnection() = default;
+ InputConnection(snd_rawmidi_t *midi_in) :
+ rawmidi_ptr{ midi_in } {}
+
+ // Read in and parse available data, forwarding any complete messages through the driver.
+ int read_in(MIDIDriverALSAMidi &driver, uint64_t timestamp);
+
+ snd_rawmidi_t *rawmidi_ptr = nullptr;
+
+ private:
+ static const size_t MSG_BUFFER_SIZE = 3;
+ uint8_t buffer[MSG_BUFFER_SIZE] = { 0 };
+ size_t expected_data = 0;
+ size_t received_data = 0;
+ bool skipping_sys_ex = false;
+ void parse_byte(uint8_t byte, MIDIDriverALSAMidi &driver, uint64_t timestamp);
+ };
+
+ Vector<InputConnection> connected_inputs;
SafeFlag exit_thread;
static void thread_func(void *p_udata);
+ enum class MessageCategory {
+ Data,
+ Voice,
+ SysExBegin,
+ SystemCommon, // excluding System Exclusive Begin/End
+ SysExEnd,
+ RealTime,
+ };
+
+ // If the passed byte is a status byte, return the associated message category,
+ // else return MessageCategory::Data.
+ static MessageCategory msg_category(uint8_t msg_part);
+
+ // Return the number of data bytes expected for the provided status byte.
+ static size_t msg_expected_data(uint8_t status_byte);
+
void lock() const;
void unlock() const;
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index 92c29a4264..3acbcf6b53 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -117,16 +117,12 @@ CopyEffects::~CopyEffects() {
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
- glBindVertexArray(quad_array);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
+ draw_screen_quad();
}
void CopyEffects::copy_screen() {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
+ draw_screen_triangle();
}
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
@@ -158,8 +154,19 @@ void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ draw_screen_quad();
+}
+
+void CopyEffects::draw_screen_triangle() {
+ glBindVertexArray(screen_triangle_array);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glBindVertexArray(0);
+}
+
+void CopyEffects::draw_screen_quad() {
glBindVertexArray(quad_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
+
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index 7f16b4e0f3..a817c3f0dc 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -65,6 +65,8 @@ public:
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
+ void draw_screen_triangle();
+ void draw_screen_quad();
};
} //namespace GLES3
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index b8f526ef0f..0a64cda787 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -36,26 +36,13 @@
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
+#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
-#ifndef GLES_OVER_GL
-#define glClearDepth glClearDepthf
-#endif
-
-//static const GLenum gl_primitive[] = {
-// GL_POINTS,
-// GL_LINES,
-// GL_LINE_STRIP,
-// GL_LINE_LOOP,
-// GL_TRIANGLES,
-// GL_TRIANGLE_STRIP,
-// GL_TRIANGLE_FAN
-//};
-
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
@@ -174,7 +161,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
- //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height; //0..1 here
@@ -185,8 +172,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
+ if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
@@ -195,15 +181,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
- */
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
l->render_index_cache = index;
@@ -252,24 +236,22 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
- state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
- state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
- } else {
- state.light_uniforms[index].shadow_pixel_size = 1.0;
- state.light_uniforms[index].shadow_z_far_inv = 1.0;
- state.light_uniforms[index].shadow_y_ofs = 0;
- }
- */
+ if (state.shadow_fb != 0) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
if (clight->texture.is_valid()) {
Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
@@ -313,6 +295,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ GLuint shadow_tex = state.shadow_texture;
+ if (shadow_tex == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ shadow_tex = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_tex);
}
{
@@ -342,8 +331,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- glViewport(0, 0, render_target_size.x, render_target_size.y);
-
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
@@ -366,6 +353,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
+
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
@@ -375,11 +363,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
+
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
+ glViewport(0, 0, render_target_size.x, render_target_size.y);
+
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
@@ -436,10 +430,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
- Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
-
- if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
+ if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
+ Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
+ if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
+ items[item_count++] = ci->canvas_group_owner;
+ }
} else if (!backbuffer_cleared) {
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
backbuffer_cleared = true;
@@ -547,9 +543,18 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
-
- if (material.is_null() && ci->canvas_group != nullptr) {
- material = default_canvas_group_material;
+ if (ci->canvas_group != nullptr) {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
+ if (!p_to_backbuffer) {
+ material = default_clip_children_material;
+ }
+ } else {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
+ material = default_clip_children_material;
+ } else {
+ material = default_canvas_group_material;
+ }
+ }
}
GLES3::CanvasShaderData *shader_data_cache = nullptr;
@@ -576,6 +581,13 @@ 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 (index == 0) {
+ // Nothing to render, just return.
+ state.current_batch_index = 0;
+ state.canvas_instance_batches.clear();
+ return;
+ }
+
// Copy over all data needed for rendering.
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
#ifdef WEB_ENABLED
@@ -610,6 +622,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
+ specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
_bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -1314,7 +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;
}
@@ -1386,28 +1399,516 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+
+ cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(p_far, p_far, p_far, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ for (int i = 0; i < 4; i++) {
+ glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+
+ Projection projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+
+ static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = p_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.columns[1].normalized();
+
+ Vector2 center = p_clip_rect.get_center();
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.orthogonal();
+
+ to_light_xform.invert();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ Projection projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+
+ Transform2D to_shadow;
+ to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.columns[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+}
+
+void RasterizerCanvasGLES3::_update_shadow_atlas() {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ if (state.shadow_fb == 0) {
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &state.shadow_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+
+ glGenRenderbuffers(1, &state.shadow_depth_buffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
+
+ glGenTextures(1, &state.shadow_texture);
+ glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ Transform2D to_sdf;
+ to_sdf.columns[0] *= rect.size.width;
+ to_sdf.columns[1] *= rect.size.height;
+ to_sdf.columns[2] = rect.position;
+
+ Transform2D to_clip;
+ to_clip.columns[0] *= 2.0;
+ to_clip.columns[1] *= 2.0;
+ to_clip.columns[2] = -Vector2(1.0, 1.0);
+
+ to_clip = to_clip * to_sdf.affine_inverse();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, rect.size.width, rect.size.height);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!oc || oc->sdf_vertex_array == 0) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_clip * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ glBindVertexArray(oc->sdf_vertex_array);
+ glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
+
+ instance = instance->next;
+ }
+
+ texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
- return RID();
+ OccluderPolygon occluder;
+
+ return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+
+ Vector<Vector2> lines;
+
+ if (p_points.size()) {
+ int lc = p_points.size() * 2;
+
+ lines.resize(lc - (p_closed ? 0 : 2));
+ {
+ Vector2 *w = lines.ptrw();
+ const Vector2 *r = p_points.ptr();
+
+ int max = lc / 2;
+ if (!p_closed) {
+ max--;
+ }
+ for (int i = 0; i < max; i++) {
+ Vector2 a = r[i];
+ Vector2 b = r[(i + 1) % (lc / 2)];
+ w[i * 2 + 0] = a;
+ w[i * 2 + 1] = b;
+ }
+ }
+ }
+
+ if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->vertex_array);
+ glDeleteBuffers(1, &oc->vertex_buffer);
+ glDeleteBuffers(1, &oc->index_buffer);
+
+ oc->vertex_array = 0;
+ oc->vertex_buffer = 0;
+ oc->index_buffer = 0;
+ }
+
+ if (lines.size()) {
+ Vector<uint8_t> geometry;
+ Vector<uint8_t> indices;
+ int lc = lines.size();
+
+ geometry.resize(lc * 6 * sizeof(float));
+ indices.resize(lc * 3 * sizeof(uint16_t));
+
+ {
+ uint8_t *vw = geometry.ptrw();
+ float *vwptr = reinterpret_cast<float *>(vw);
+ uint8_t *iw = indices.ptrw();
+ uint16_t *iwptr = (uint16_t *)iw;
+
+ const Vector2 *lr = lines.ptr();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+ vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 2] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 5] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 8] = -POLY_HEIGHT;
+
+ vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 11] = -POLY_HEIGHT;
+
+ iwptr[i * 6 + 0] = i * 4 + 0;
+ iwptr[i * 6 + 1] = i * 4 + 1;
+ iwptr[i * 6 + 2] = i * 4 + 2;
+
+ iwptr[i * 6 + 3] = i * 4 + 2;
+ iwptr[i * 6 + 4] = i * 4 + 3;
+ iwptr[i * 6 + 5] = i * 4 + 0;
+ }
+ }
+
+ if (oc->vertex_array == 0) {
+ oc->line_point_count = lc;
+ glGenVertexArrays(1, &oc->vertex_array);
+ glBindVertexArray(oc->vertex_array);
+ glGenBuffers(1, &oc->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindVertexArray(oc->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ }
+ }
+
+ // sdf
+
+ Vector<int> sdf_indices;
+
+ if (p_points.size()) {
+ if (p_closed) {
+ sdf_indices = Geometry2D::triangulate_polygon(p_points);
+ oc->sdf_is_lines = false;
+ } else {
+ int max = p_points.size();
+ sdf_indices.resize(max * 2);
+
+ int *iw = sdf_indices.ptrw();
+ for (int i = 0; i < max; i++) {
+ iw[i * 2 + 0] = i;
+ iw[i * 2 + 1] = (i + 1) % max;
+ }
+ oc->sdf_is_lines = true;
+ }
+ }
+
+ if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->sdf_vertex_array);
+ glDeleteBuffers(1, &oc->sdf_vertex_buffer);
+ glDeleteBuffers(1, &oc->sdf_index_buffer);
+
+ oc->sdf_vertex_array = 0;
+ oc->sdf_vertex_buffer = 0;
+ oc->sdf_index_buffer = 0;
+
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ }
+
+ if (sdf_indices.size()) {
+ if (oc->sdf_vertex_array == 0) {
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ glGenVertexArrays(1, &oc->sdf_vertex_array);
+ glBindVertexArray(oc->sdf_vertex_array);
+ glGenBuffers(1, &oc->sdf_vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->sdf_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+ oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+
+ if (p_size > config->max_texture_size) {
+ p_size = config->max_texture_size;
+ WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
+ }
+
+ state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
@@ -1415,6 +1916,9 @@ bool RasterizerCanvasGLES3::free(RID p_rid) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
canvas_light_owner.free(p_rid);
+ } else if (occluder_polygon_owner.owns(p_rid)) {
+ occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
+ occluder_polygon_owner.free(p_rid);
} else {
return false;
}
@@ -1614,16 +2118,16 @@ void RasterizerCanvasGLES3::reset_canvas() {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
-void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
-}
-
-void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, Projection *p_xform_cache) {
-}
-
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
@@ -1654,7 +2158,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
@@ -1763,7 +2266,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
@@ -2055,6 +2557,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ shadow_render.shader.initialize();
+ shadow_render.shader_version = shadow_render.shader.version_create();
+
{
default_canvas_group_shader = material_storage->shader_allocate();
material_storage->shader_initialize(default_canvas_group_shader);
@@ -2080,6 +2585,26 @@ void fragment() {
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
+ {
+ default_clip_children_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_clip_children_shader);
+
+ material_storage->shader_set_code(default_clip_children_shader, R"(
+// Default clip children shader.
+
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ COLOR.rgb = c.rgb;
+}
+)");
+ default_clip_children_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_clip_children_material);
+
+ material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
+ }
+
default_canvas_texture = texture_storage->canvas_texture_allocate();
texture_storage->canvas_texture_initialize(default_canvas_texture);
@@ -2087,11 +2612,15 @@ void fragment() {
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
+ shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
+ material_storage->material_free(default_clip_children_material);
+ material_storage->shader_free(default_clip_children_shader);
singleton = nullptr;
glDeleteBuffers(1, &data.canvas_quad_vertices);
@@ -2103,6 +2632,15 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
memdelete_arr(state.instance_data_array);
memdelete_arr(state.light_uniforms);
+
+ if (state.shadow_fb != 0) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ }
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 65e5f14838..d672d05e14 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -40,6 +40,7 @@
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
+#include "shaders/canvas_occlusion.glsl.gen.h"
class RasterizerSceneGLES3;
@@ -102,10 +103,40 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
struct CanvasLight {
RID texture;
+ struct {
+ bool enabled = false;
+ float z_far;
+ float y_offset;
+ Transform2D directional_xform;
+ } shadow;
};
RID_Owner<CanvasLight> canvas_light_owner;
+ struct OccluderPolygon {
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ int line_point_count = 0;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
+
+ int sdf_point_count = 0;
+ int sdf_index_count = 0;
+ GLuint sdf_vertex_buffer = 0;
+ GLuint sdf_vertex_array = 0;
+ GLuint sdf_index_buffer = 0;
+ bool sdf_is_lines = false;
+ };
+
+ RID_Owner<OccluderPolygon> occluder_polygon_owner;
+
+ void _update_shadow_atlas();
+
+ struct {
+ CanvasOcclusionShaderGLES3 shader;
+ RID shader_version;
+ } shadow_render;
+
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
@@ -153,9 +184,9 @@ public:
};
struct PolygonBuffers {
- GLuint vertex_buffer;
- GLuint vertex_array;
- GLuint index_buffer;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
int count = 0;
bool color_disabled = false;
Color color;
@@ -265,6 +296,11 @@ public:
LightUniform *light_uniforms = nullptr;
+ GLuint shadow_texture = 0;
+ GLuint shadow_depth_buffer = 0;
+ GLuint shadow_fb = 0;
+ int shadow_texture_size = 2048;
+
bool using_directional_lights = false;
RID current_tex = RID();
@@ -284,6 +320,8 @@ public:
RID default_canvas_texture;
RID default_canvas_group_material;
RID default_canvas_group_shader;
+ RID default_clip_children_material;
+ RID default_clip_children_shader;
typedef void Texture;
@@ -293,9 +331,6 @@ public:
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void reset_canvas();
- void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, Projection *p_xform_cache);
-
- virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 0836a21254..b2d01b02fb 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -101,8 +101,7 @@ void RasterizerGLES3::begin_frame(double frame_step) {
scene->set_time(time_total, frame_step);
GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
- utils->info.render_final = utils->info.render;
- utils->info.render.reset();
+ utils->_capture_timestamps_begin();
//scene->iteration();
}
@@ -272,17 +271,41 @@ RasterizerGLES3::~RasterizerGLES3() {
}
void RasterizerGLES3::prepare_for_blitting_render_targets() {
+ // This is a hack, but this function is called one time after all viewports have been updated.
+ // So it marks the end of the frame for all viewports
+ // In the OpenGL renderer we have to call end_frame for each viewport so we can swap the
+ // buffers for each window before proceeding to the next.
+ // This allows us to only increment the frame after all viewports are done.
+ GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
+ utils->capture_timestamps_end();
}
-void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
+void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer) {
GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
+
ERR_FAIL_COND(!rt);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ GLuint read_fbo = 0;
+ if (rt->view_count > 1) {
+ glGenFramebuffers(1, &read_fbo);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, p_layer);
+ } else {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ }
+
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
// Flip content upside down to correct for coordinates.
- glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ Vector2i screen_rect_end = p_screen_rect.get_end();
+ glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
+ p_screen_rect.position.x, screen_rect_end.y, screen_rect_end.x, p_screen_rect.position.y,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ if (read_fbo != 0) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &read_fbo);
+ }
}
// is this p_screen useless in a multi window environment?
@@ -293,7 +316,7 @@ void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_sc
RID rid_rt = blit.render_target;
Rect2 dst_rect = blit.dst_rect;
- _blit_render_target_to_screen(rid_rt, p_screen, dst_rect);
+ _blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0);
}
}
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 431515fd0d..d7d26685b4 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -68,7 +68,7 @@ protected:
RasterizerCanvasGLES3 *canvas = nullptr;
RasterizerSceneGLES3 *scene = nullptr;
- void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect);
+ void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer);
public:
RendererUtilities *get_utilities() { return utilities; }
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d6486801e7..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);
@@ -1189,8 +1189,8 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
distance = 1.0;
}
- uint32_t indices;
- surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
+ uint32_t indices = 0;
+ surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices);
/*
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
@@ -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);
@@ -1273,6 +1273,19 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
+ if (p_render_data->view_count > 1) {
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ projection = correction * p_render_data->view_projection[v];
+ GLES3::MaterialStorage::store_camera(projection, scene_state.multiview_ubo.projection_matrix_view[v]);
+ GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.multiview_ubo.inv_projection_matrix_view[v]);
+
+ scene_state.multiview_ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.multiview_ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.multiview_ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.multiview_ubo.eye_offset[v][3] = 0.0;
+ }
+ }
+
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
scene_state.ubo.z_far = p_render_data->z_far;
@@ -1374,6 +1387,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ if (p_render_data->view_count > 1) {
+ if (scene_state.multiview_buffer == 0) {
+ glGenBuffers(1, &scene_state.multiview_buffer);
+ }
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
}
// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer
@@ -1620,6 +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;
@@ -1707,8 +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();
@@ -1770,7 +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;
}
@@ -1789,7 +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
@@ -1895,6 +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);
}
@@ -1916,8 +1958,14 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLES3::SceneShaderData *prev_shader = nullptr;
GeometryInstanceGLES3 *prev_inst = nullptr;
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
+ SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
- SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
+ // @todo Get this from p_params->spec_constant_base_flags instead of hardcoding it.
+ uint32_t base_spec_constants = 0;
+
+ if (p_render_data->view_count > 1) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_USE_MULTIVIEW;
+ }
switch (p_pass_mode) {
case PASS_MODE_COLOR:
@@ -1945,6 +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;
@@ -1957,8 +2007,6 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
continue;
}
- //uint32_t base_spec_constants = p_params->spec_constant_base_flags;
-
GLES3::SceneShaderData *shader;
GLES3::SceneMaterialData *material_data;
void *mesh_surface;
@@ -1977,6 +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) {
@@ -2128,7 +2181,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
if (prev_shader != shader || prev_variant != instance_variant) {
- material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
+ material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
float opaque_prepass_threshold = 0.0;
if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@@ -2136,7 +2189,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
opaque_prepass_threshold = 0.1;
}
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, base_spec_constants);
prev_shader = shader;
prev_variant = instance_variant;
@@ -2144,21 +2197,21 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
// Rebind the light indices.
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant);
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, base_spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants);
if (inst->omni_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
+ glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
}
if (inst->spot_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
+ glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
}
prev_inst = inst;
}
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants);
if (inst->instance_count > 0) {
// Using MultiMesh.
// Bind instance buffers.
@@ -2201,6 +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/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3895620228..3a759425e2 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -74,6 +74,7 @@ enum SceneUniformLocation {
SCENE_OMNILIGHT_UNIFORM_LOCATION,
SCENE_SPOTLIGHT_UNIFORM_LOCATION,
SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
+ SCENE_MULTIVIEW_UNIFORM_LOCATION,
};
enum SkyUniformLocation {
@@ -90,6 +91,8 @@ enum {
SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
SPEC_CONSTANT_DISABLE_FOG = 4,
+ SPEC_CONSTANT_USE_RADIANCE_MAP = 5,
+ SPEC_CONSTANT_USE_MULTIVIEW = 6,
};
struct RenderDataGLES3 {
@@ -343,6 +346,13 @@ private:
};
static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
+ struct MultiviewUBO {
+ float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
+ };
+ static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes");
+
struct TonemapUBO {
float exposure = 1.0;
float white = 1.0;
@@ -353,6 +363,8 @@ private:
UBO ubo;
GLuint ubo_buffer = 0;
+ MultiviewUBO multiview_ubo;
+ GLuint multiview_buffer = 0;
GLuint tonemap_buffer = 0;
bool used_depth_prepass = false;
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 033f10dbc5..2ff7f72180 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -142,7 +142,7 @@ RID ShaderGLES3::version_create() {
return version_owner.make_rid(version);
}
-void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) {
+void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
#ifdef GLES_OVER_GL
builder.append("#version 330\n");
builder.append("#define USE_GLES_OVER_GL\n");
@@ -171,6 +171,24 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
}
builder.append("\n"); //make sure defines begin at newline
+ // Insert multiview extension loading, because it needs to appear before
+ // any non-preprocessor code (like the "precision highp..." lines below).
+ builder.append("#ifdef USE_MULTIVIEW\n");
+ builder.append("#if defined(GL_OVR_multiview2)\n");
+ builder.append("#extension GL_OVR_multiview2 : require\n");
+ builder.append("#elif defined(GL_OVR_multiview)\n");
+ builder.append("#extension GL_OVR_multiview : require\n");
+ builder.append("#endif\n");
+ if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
+ builder.append("layout(num_views=2) in;\n");
+ }
+ builder.append("#define ViewIndex gl_ViewID_OVR\n");
+ builder.append("#define MAX_VIEWS 2\n");
+ builder.append("#else\n");
+ builder.append("#define ViewIndex 0\n");
+ builder.append("#define MAX_VIEWS 1\n");
+ builder.append("#endif\n");
+
// Default to highp precision unless specified otherwise.
builder.append("precision highp float;\n");
builder.append("precision highp int;\n");
@@ -180,8 +198,9 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("precision highp sampler2DArray;\n");
#endif
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ const StageTemplate &stage_template = stage_templates[p_stage_type];
+ for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
+ const StageTemplate::Chunk &chunk = stage_template.chunks[i];
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
@@ -224,7 +243,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//vertex stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
String builder_string = builder.as_string();
@@ -272,7 +291,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
String builder_string = builder.as_string();
@@ -413,7 +432,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
@@ -425,7 +444,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 2b72549b5b..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;
@@ -153,7 +153,7 @@ private:
StageTemplate stage_templates[STAGE_TYPE_MAX];
- void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization);
+ void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization);
void _add_stage(const char *p_code, StageType p_stage_type);
@@ -208,8 +208,10 @@ protected:
spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
}
- ERR_FAIL_COND(!spec); // Should never happen
- ERR_FAIL_COND(!spec->ok); // Should never happen
+ if (!spec || !spec->ok) {
+ WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
+ return;
+ }
glUseProgram(spec->id);
current_shader = spec;
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 83ffe8b1e1..b8bb08ec34 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("cubemap_filter.glsl")
+ env.GLES3_GLSL("canvas_occlusion.glsl")
+ env.GLES3_GLSL("canvas_sdf.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 23db41802e..ca806304c5 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
DISABLE_LIGHTING = false
+USE_RGBA_SHADOWS = false
#[vertex]
@@ -213,8 +214,8 @@ void main() {
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
-//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -245,6 +246,35 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
+
+float vec4_to_float(vec4 p_vec) {
+ return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
+}
+
+vec2 screen_uv_to_sdf(vec2 p_uv) {
+ return screen_to_sdf * p_uv;
+}
+
+float texture_sdf(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+ float d = vec4_to_float(texture(sdf_texture, uv));
+ d *= SDF_MAX_LENGTH;
+ return d * tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * sdf_to_screen;
+}
+
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
@@ -299,6 +329,70 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
}
}
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
+
+#else
+
+#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
+
+#endif
+
+#define SHADOW_TEST(m_uv) \
+ { \
+ highp float sd = SHADOW_DEPTH(m_uv); \
+ shadow += step(sd, shadow_uv.z / shadow_uv.w); \
+ }
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow = 0.0;
+ uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ SHADOW_TEST(shadow_uv.xy);
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ shadow /= 5.0;
+ } else { //PCF13
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color);
+#ifdef LIGHT_CODE_USED
+ shadow_color.rgb *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
@@ -527,6 +621,19 @@ void main() {
}
#endif
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -584,6 +691,46 @@ void main() {
light_color.a = 0.0;
}
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec2 pos_norm = normalize(shadow_pos);
+ vec2 pos_abs = abs(pos_norm);
+ vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
+ vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
+ float tex_ofs;
+ float dist;
+ if (pos_rot.y > 0.0) {
+ if (pos_rot.x > 0.0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ dist = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ dist = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0.0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ dist = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ dist = -shadow_pos.y;
+ }
+ }
+
+ dist *= light_array[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl
new file mode 100644
index 0000000000..512800839a
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_occlusion.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+#[modes]
+
+mode_sdf =
+mode_shadow = #define MODE_SHADOW
+mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec3 vertex;
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+out float depth;
+#endif
+
+void main() {
+ highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+#ifdef MODE_SHADOW
+ depth = dot(direction, vtx.xy);
+#endif
+ gl_Position = projection * vtx;
+}
+
+#[fragment]
+
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+in highp float depth;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+layout(location = 0) out lowp vec4 out_buf;
+#else
+layout(location = 0) out highp float out_buf;
+#endif
+
+void main() {
+ float out_depth = 1.0;
+
+#ifdef MODE_SHADOW
+ out_depth = depth / z_far;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+ out_depth = clamp(out_depth, -1.0, 1.0);
+ out_depth = out_depth * 0.5 + 0.5;
+ highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ out_buf = comp;
+#else
+ out_buf = out_depth;
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl
new file mode 100644
index 0000000000..424ec22457
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_sdf.glsl
@@ -0,0 +1,205 @@
+/* clang-format off */
+#[modes]
+
+mode_load = #define MODE_LOAD
+mode_load_shrink = #define MODE_LOAD_SHRINK
+mode_process = #define MODE_PROCESS
+mode_store = #define MODE_STORE
+mode_store_shrink = #define MODE_STORE_SHRINK
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec2 vertex_attrib;
+
+/* clang-format on */
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+void main() {
+ gl_Position = vec4(vertex_attrib, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define SDF_MAX_LENGTH 16384.0
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK)
+uniform lowp sampler2D src_pixels;//texunit:0
+#else
+uniform highp isampler2D src_process;//texunit:0
+#endif
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS)
+layout(location = 0) out ivec4 distance_field;
+#else
+layout(location = 0) out vec4 distance_field;
+#endif
+
+vec4 float_to_vec4(float p_float) {
+ highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ return comp;
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_FragCoord.xy);
+
+#ifdef MODE_LOAD
+
+ bool solid = texelFetch(src_pixels, pos, 0).r > 0.5;
+ distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0);
+#endif
+
+#ifdef MODE_LOAD_SHRINK
+
+ int s = 1 << shift;
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = ivec2(32767);
+ float d = 1e20;
+ int found = 0;
+ int solid_found = 0;
+ for (int i = 0; i < s; i++) {
+ for (int j = 0; j < s; j++) {
+ ivec2 src_pos = base + ivec2(i, j);
+ if (any(greaterThanEqual(src_pos, base_size))) {
+ continue;
+ }
+ bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5;
+ if (solid) {
+ float dist = length(vec2(src_pos - center));
+ if (dist < d) {
+ d = dist;
+ rel = src_pos;
+ }
+ solid_found++;
+ }
+ found++;
+ }
+ }
+
+ if (solid_found == found) {
+ //mark solid only if all are solid
+ rel = ivec2(-32767);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_PROCESS
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ if (center != rel) {
+ //only process if it does not point to itself
+ const int ofs_table_size = 8;
+ const ivec2 ofs_table[ofs_table_size] = ivec2[](
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(+1, -1),
+
+ ivec2(-1, 0),
+ ivec2(+1, 0),
+
+ ivec2(-1, +1),
+ ivec2(0, +1),
+ ivec2(+1, +1));
+
+ float dist = length(vec2(rel - center));
+ for (int i = 0; i < ofs_table_size; i++) {
+ ivec2 src_pos = pos + ofs_table[i] * stride;
+ if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) {
+ continue;
+ }
+ ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy;
+ bool src_solid = src_rel.x < 0;
+ if (src_solid) {
+ src_rel = -src_rel - ivec2(1);
+ }
+
+ if (src_solid != solid) {
+ src_rel = ivec2(src_pos << shift); //point to itself if of different type
+ }
+
+ float src_dist = length(vec2(src_rel - center));
+ if (src_dist < dist) {
+ dist = src_dist;
+ rel = src_rel;
+ }
+ }
+ }
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_STORE
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - pos));
+
+ if (solid) {
+ d = -d;
+ }
+
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+
+#ifdef MODE_STORE_SHRINK
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - center));
+
+ if (solid) {
+ d = -d;
+ }
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
deleted file mode 100644
index 94485abd11..0000000000
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
-
-layout(location = 0) in highp vec3 vertex;
-
-uniform highp mat4 projection_matrix;
-/* clang-format on */
-uniform highp mat4 light_matrix;
-uniform highp mat4 model_matrix;
-uniform highp float distance_norm;
-
-out highp vec4 position_interp;
-
-void main() {
- gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
- position_interp = gl_Position;
-}
-
-/* clang-format off */
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-#if defined(USE_HIGHP_PRECISION)
-precision highp float;
-precision highp int;
-#else
-precision mediump float;
-precision mediump int;
-#endif
-#endif
-
-in highp vec4 position_interp;
-/* clang-format on */
-
-void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
-
-#ifdef USE_RGBA_SHADOWS
-
- highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- frag_color = comp;
-#else
-
- frag_color = vec4(depth);
-#endif
-}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index efd6036ba9..ed176c7829 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -16,6 +16,7 @@ DISABLE_LIGHT_OMNI = false
DISABLE_LIGHT_SPOT = false
DISABLE_FOG = false
USE_RADIANCE_MAP = true
+USE_MULTIVIEW = false
#[vertex]
@@ -153,6 +154,15 @@ layout(std140) uniform SceneData { // ubo:2
}
scene_data;
+#ifdef USE_MULTIVIEW
+layout(std140) uniform MultiviewData { // ubo:8
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
+}
+multiview_data;
+#endif
+
uniform highp mat4 world_transform;
#ifdef USE_LIGHTMAP
@@ -250,8 +260,14 @@ void main() {
#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
- highp mat4 projection_matrix = scene_data.projection_matrix;
- highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+
+#ifdef USE_MULTIVIEW
+ mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
+#else
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+#endif //USE_MULTIVIEW
#ifdef USE_INSTANCING
vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
@@ -339,7 +355,6 @@ void main() {
/* clang-format off */
#[fragment]
-
// Default to SPECULAR_SCHLICK_GGX.
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
@@ -463,6 +478,15 @@ layout(std140) uniform SceneData { // ubo:2
}
scene_data;
+#ifdef USE_MULTIVIEW
+layout(std140) uniform MultiviewData { // ubo:8
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
+}
+multiview_data;
+#endif
+
/* clang-format off */
#GLOBALS
@@ -530,8 +554,13 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
-uniform highp sampler2D screen_texture; // texunit:-5
+#ifdef USE_MULTIVIEW
+uniform highp sampler2DArray depth_buffer; // texunit:-6
+uniform highp sampler2DArray screen_texture; // texunit:-5
+#else
uniform highp sampler2D depth_buffer; // texunit:-6
+uniform highp sampler2D screen_texture; // texunit:-5
+#endif
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
@@ -884,7 +913,11 @@ vec4 fog_process(vec3 vertex) {
void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1096,9 +1129,15 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index a478cf9170..0b769e77f2 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -44,7 +44,11 @@ in vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
+#ifdef USE_MULTIVIEW
+uniform highp sampler2DArray source; //texunit:0
+#else
uniform highp sampler2D source; //texunit:0
+#endif
#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
#define USING_GLOW // only use glow when at least one glow level is selected
@@ -191,10 +195,17 @@ vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
+#ifdef USE_MULTIVIEW
+ vec3 rgbNW = textureLod(source, vec3(uv_interp + vec2(-1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
+ vec3 rgbNE = textureLod(source, vec3(uv_interp + vec2(1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
+ vec3 rgbSW = textureLod(source, vec3(uv_interp + vec2(-1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
+ vec3 rgbSE = textureLod(source, vec3(uv_interp + vec2(1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
+#else
vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
+#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
@@ -219,8 +230,13 @@ vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
dir * rcpDirMin)) *
pixel_size;
+#ifdef USE_MULTIVIEW
+ vec3 rgbA = 0.5 * (textureLod(source, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
+#else
vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
+#endif
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
@@ -231,7 +247,11 @@ vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
}
void main() {
+#ifdef USE_MULTIVIEW
+ vec4 color = textureLod(source, vec3(uv_interp, ViewIndex), 0.0);
+#else
vec4 color = textureLod(source, uv_interp, 0.0);
+#endif
#ifdef USE_FXAA
color.rgb = apply_fxaa(color.rgb, uv_interp, pixel_size);
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 242c1ce0a9..9b496c0999 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -34,6 +34,15 @@
#include "core/config/project_settings.h"
#include "core/templates/vector.h"
+#ifdef ANDROID_ENABLED
+#include <GLES3/gl3.h>
+#include <GLES3/gl3ext.h>
+#include <GLES3/gl3platform.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#endif
+
using namespace GLES3;
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
@@ -62,7 +71,7 @@ Config::Config() {
s3tc_supported = true;
rgtc_supported = true; //RGTC - core since OpenGL version 3.0
#else
- float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
+ float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
etc2_supported = true;
#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
@@ -75,28 +84,29 @@ Config::Config() {
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
#endif
-#ifdef GLES_OVER_GL
- use_rgba_2d_shadows = false;
-#else
- use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
-#endif
-
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
- // the use skeleton software path should be used if either float texture is not supported,
- // OR max_vertex_texture_image_units is zero
- use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
-
support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
if (support_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
- anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
+ anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
+ }
+
+ multiview_supported = extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
+#ifdef ANDROID_ENABLED
+ if (multiview_supported) {
+ eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
+ if (eglFramebufferTextureMultiviewOVR == nullptr) {
+ multiview_supported = false;
+ }
}
+#endif
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index fe18345775..87202fde84 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -44,6 +44,10 @@
#include OPENGL_INCLUDE_H
#endif
+#ifdef ANDROID_ENABLED
+typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLint, GLsizei);
+#endif
+
namespace GLES3 {
class Config {
@@ -52,13 +56,12 @@ private:
public:
bool use_nearest_mip_filter = false;
- bool use_skeleton_software = false;
bool use_depth_prepass = true;
- bool use_rgba_2d_shadows = false;
int max_vertex_texture_image_units = 0;
int max_texture_image_units = 0;
int max_texture_size = 0;
+ int max_viewport_size[2] = { 0, 0 };
int max_uniform_buffer_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
@@ -82,6 +85,11 @@ public:
bool support_anisotropic_filter = false;
float anisotropic_level = 0.0f;
+ bool multiview_supported = false;
+#ifdef ANDROID_ENABLED
+ PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
+#endif
+
static Config *get_singleton() { return singleton; };
Config();
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index f5241e33ab..6748eb3676 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -89,7 +89,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[j + 3] = 0; // ignored
}
} else {
- int v = value;
+ uint32_t v = value;
gui[0] = v & 1 ? 1 : 0;
gui[1] = v & 2 ? 1 : 0;
}
@@ -116,7 +116,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[j + 3] = 0; // ignored
}
} else {
- int v = value;
+ uint32_t v = value;
gui[0] = (v & 1) ? 1 : 0;
gui[1] = (v & 2) ? 1 : 0;
gui[2] = (v & 4) ? 1 : 0;
@@ -145,7 +145,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
}
}
} else {
- int v = value;
+ uint32_t v = value;
gui[0] = (v & 1) ? 1 : 0;
gui[1] = (v & 2) ? 1 : 0;
gui[2] = (v & 4) ? 1 : 0;
@@ -728,7 +728,7 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type,
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
uint32_t *gui = (uint32_t *)data;
- *gui = value[0].boolean ? 1 : 0;
+ gui[0] = value[0].boolean ? 1 : 0;
} break;
case ShaderLanguage::TYPE_BVEC2: {
uint32_t *gui = (uint32_t *)data;
@@ -2214,7 +2214,7 @@ void MaterialStorage::global_shader_parameters_load_settings(bool p_load_texture
for (const PropertyInfo &E : settings) {
if (E.name.begins_with("shader_globals/")) {
StringName name = E.name.get_slice("/", 1);
- Dictionary d = ProjectSettings::get_singleton()->get(E.name);
+ Dictionary d = GLOBAL_GET(E.name);
ERR_CONTINUE(!d.has("type"));
ERR_CONTINUE(!d.has("value"));
@@ -2314,7 +2314,7 @@ void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
global_shader_uniforms.instance_buffer_pos.erase(p_instance);
}
-void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {
if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
return; //just not allocated, ignore
}
@@ -2324,7 +2324,9 @@ void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, i
return; //again, not allocated, ignore
}
ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
- ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+
+ Variant::Type value_type = p_value.get_type();
+ ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
ShaderLanguage::TYPE_MAX, //nil
@@ -2350,9 +2352,24 @@ void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, i
ShaderLanguage::TYPE_VEC4 //color
};
- ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
+ ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
+ if (value_type == Variant::INT && p_flags_count > 0) {
+ switch (p_flags_count) {
+ case 1:
+ datatype = ShaderLanguage::TYPE_BVEC2;
+ break;
+ case 2:
+ datatype = ShaderLanguage::TYPE_BVEC3;
+ break;
+ case 3:
+ datatype = ShaderLanguage::TYPE_BVEC4;
+ break;
+ }
+ } else {
+ datatype = datatype_from_value[value_type];
+ }
- ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+ ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
pos += p_index;
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 6504c7748c..24d9a0fee1 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -530,7 +530,7 @@ public:
virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
virtual void global_shader_parameters_instance_free(RID p_instance) override;
- virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
+ virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
GLuint global_shader_parameters_get_uniform_buffer() const;
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 22d84eba93..9ec0fc0286 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -309,12 +309,48 @@ RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
}
void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+
+ uint64_t data_size = p_data.size();
+ ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->vertex_buffer_size);
+ const uint8_t *r = p_data.ptr();
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_buffer);
+ glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+
+ uint64_t data_size = p_data.size();
+ ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->attribute_buffer_size);
+ const uint8_t *r = p_data.ptr();
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->attribute_buffer);
+ glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+
+ uint64_t data_size = p_data.size();
+ ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->skin_buffer_size);
+ const uint8_t *r = p_data.ptr();
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->skin_buffer);
+ glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
@@ -968,7 +1004,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
#define MULTIMESH_DIRTY_REGION_SIZE 512
void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
- if (multimesh->data_cache.size() > 0) {
+ if (multimesh->data_cache.size() > 0 || multimesh->instances == 0) {
return; //already local
}
ERR_FAIL_COND(multimesh->data_cache.size() > 0);
@@ -1385,7 +1421,7 @@ Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Vector<float>());
Vector<float> ret;
- if (multimesh->buffer == 0) {
+ if (multimesh->buffer == 0 || multimesh->instances == 0) {
return Vector<float>();
} else if (multimesh->data_cache.size()) {
ret = multimesh->data_cache;
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index 74f5800795..a31db24f2d 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -325,13 +325,12 @@ public:
return s->index_count ? s->index_count : s->vertex_count;
}
- _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t &r_index_count) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
int32_t current_lod = -1;
- if (r_index_count) {
- *r_index_count = s->index_count;
- }
+ r_index_count = s->index_count;
+
for (uint32_t i = 0; i < s->lod_count; i++) {
float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
if (screen_size > p_mesh_lod_threshold) {
@@ -342,9 +341,7 @@ public:
if (current_lod == -1) {
return 0;
} else {
- if (r_index_count) {
- *r_index_count = s->lods[current_lod].index_count;
- }
+ r_index_count = s->lods[current_lod].index_count;
return current_lod + 1;
}
}
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
index 9123984dc7..e0e78de728 100644
--- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp
+++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
@@ -50,54 +50,16 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte
//msaa = p_msaa;
//screen_space_aa = p_screen_space_aa;
//use_debanding = p_use_debanding;
- //view_count = p_view_count;
+ view_count = p_view_count;
free_render_buffer_data();
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
is_transparent = rt->is_transparent;
-
- // framebuffer
- glGenFramebuffers(1, &framebuffer);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
-
- glBindTexture(GL_TEXTURE_2D, rt->color);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
-
- glGenTextures(1, &depth_texture);
- 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);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- glBindTexture(GL_TEXTURE_2D, 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 ad0d2032b0..092c14e1b8 100644
--- a/drivers/gles3/storage/render_scene_buffers_gles3.h
+++ b/drivers/gles3/storage/render_scene_buffers_gles3.h
@@ -56,14 +56,11 @@ public:
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
//bool use_debanding = false;
- //uint32_t view_count = 1;
+ uint32_t view_count = 1;
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 554b4165fa..e0457a8d28 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -34,6 +34,10 @@
#include "config.h"
#include "drivers/gles3/effects/copy_effects.h"
+#ifdef ANDROID_ENABLED
+#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
+#endif
+
using namespace GLES3;
TextureStorage *TextureStorage::singleton = nullptr;
@@ -203,6 +207,11 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ {
+ sdf_shader.shader.initialize();
+ sdf_shader.shader_version = sdf_shader.shader.version_create();
+ }
+
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@@ -218,6 +227,7 @@ TextureStorage::~TextureStorage() {
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
+ sdf_shader.shader.version_free(sdf_shader.shader_version);
}
//TODO, move back to storage
@@ -272,55 +282,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
ct->texture_repeat = p_repeat;
}
-/* CANVAS SHADOW */
-
-RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
- Config *config = Config::get_singleton();
- CanvasLightShadow *cls = memnew(CanvasLightShadow);
-
- if (p_width > config->max_texture_size) {
- p_width = config->max_texture_size;
- }
-
- cls->size = p_width;
- cls->height = 16;
-
- glActiveTexture(GL_TEXTURE0);
-
- glGenFramebuffers(1, &cls->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- glGenRenderbuffers(1, &cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
-
- glGenTextures(1, &cls->distance);
- glBindTexture(GL_TEXTURE_2D, cls->distance);
- if (config->use_rgba_2d_shadows) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- //printf("errnum: %x\n",status);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- memdelete(cls);
- ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
- }
-
- return canvas_light_shadow_owner.make_rid(cls);
-}
-
/* Texture API */
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
@@ -653,7 +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;
}
@@ -719,9 +682,37 @@ 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) {
- // only 1 layer so far
- texture_set_data(p_texture, p_image);
+ texture_set_data(p_texture, p_image, p_layer);
#ifdef TOOLS_ENABLED
Texture *tex = texture_owner.get_or_null(p_texture);
@@ -787,6 +778,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
#ifdef GLES_OVER_GL
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
+ // It also allows for reading compressed textures, mipmaps, and more formats.
Vector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
@@ -823,8 +815,65 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
image->convert(texture->format);
}
#else
- // Support for Web and Mobile will come later.
- Ref<Image> image;
+
+ Vector<uint8_t> data;
+
+ // On web and mobile we always read an RGBA8 image with no mipmaps.
+ 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
+ uint8_t *w = data.ptrw();
+
+ 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);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteTextures(1, &temp_color_texture);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ data.resize(data_size);
+
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+
+ if (texture->format != Image::FORMAT_RGBA8) {
+ image->convert(texture->format);
+ }
+
+ if (texture->mipmaps > 1) {
+ image->generate_mipmaps();
+ }
+
#endif
#ifdef TOOLS_ENABLED
@@ -1012,7 +1061,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
img->resize_to_po2(false);
}
- GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
+ GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : texture->target;
Vector<uint8_t> read = img->get_data();
@@ -1069,7 +1118,11 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
+ if (texture->target == GL_TEXTURE_2D_ARRAY) {
+ glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 0, format, type, &read[ofs]);
+ } else {
+ glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
+ }
}
tsize += size;
@@ -1425,6 +1478,8 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
return;
}
+ Config *config = Config::get_singleton();
+
rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
rt->color_format = GL_RGBA;
rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
@@ -1435,31 +1490,74 @@ 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);
- glBindTexture(GL_TEXTURE_2D, rt->color);
+ if (rt->overridden.color.is_valid()) {
+ texture = get_texture(rt->overridden.color);
+ ERR_FAIL_COND(!texture);
- glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
+ rt->color = texture->tex_id;
+ rt->size = Size2i(texture->width, texture->height);
+ } else {
+ 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);
+ glGenTextures(1, &rt->color);
+ glBindTexture(texture_target, rt->color);
- 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 (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);
+ }
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ 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);
@@ -1467,25 +1565,38 @@ 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;
- texture->type = Texture::TYPE_2D;
- texture->target = GL_TEXTURE_2D;
- texture->gl_format_cache = rt->color_format;
- texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = rt->color_internal_format;
- 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;
+ if (rt->overridden.color.is_valid()) {
+ texture->is_render_target = true;
+ } else {
+ 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;
+ }
}
glClearColor(0, 0, 0, 0);
@@ -1553,17 +1664,32 @@ 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);
@@ -1571,6 +1697,16 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
+ _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() {
@@ -1591,11 +1727,14 @@ 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);
@@ -1619,13 +1758,17 @@ void TextureStorage::render_target_set_size(RID p_render_target, int p_width, in
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
- if (p_width == rt->size.x && p_height == rt->size.y) {
+ 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);
rt->size = Size2i(p_width, p_height);
+ rt->view_count = p_view_count;
_update_render_target(rt);
}
@@ -1638,10 +1781,91 @@ 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;
}
@@ -1651,8 +1875,10 @@ 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 {
@@ -1673,6 +1899,11 @@ 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);
}
@@ -1705,6 +1936,7 @@ 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);
@@ -1755,13 +1987,271 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
+ return;
+ }
+
+ rt->sdf_oversize = p_size;
+ rt->sdf_scale = p_scale;
+
+ _render_target_clear_sdf(rt);
+}
+
+Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
+ Size2i margin;
+ int scale;
+ switch (rt->sdf_oversize) {
+ case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
+ scale = 120;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
+ scale = 150;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
+ scale = 200;
+ } break;
+ default: {
+ }
+ }
+
+ margin = (rt->size * scale / 100) - rt->size;
+
+ Rect2i r(Vector2i(), rt->size);
+ r.position -= margin;
+ r.size += margin * 2;
+
+ return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
- return Rect2i();
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Rect2i());
+
+ return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->sdf_enabled = p_enabled;
+}
+
+bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->sdf_enabled;
+}
+
+GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+ if (rt->sdf_texture_read == 0) {
+ Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
+ return texture->tex_id;
+ }
+
+ return rt->sdf_texture_read;
+}
+
+void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
+
+ Size2i size = _render_target_get_sdf_rect(rt).size;
+
+ glGenTextures(1, &rt->sdf_texture_write);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &rt->sdf_texture_write_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
+
+ int scale;
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ scale = 50;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ scale = 25;
+ } break;
+ default: {
+ scale = 100;
+ } break;
+ }
+
+ rt->process_size = size * scale / 100;
+ rt->process_size.x = MAX(rt->process_size.x, 1);
+ rt->process_size.y = MAX(rt->process_size.y, 1);
+
+ glGenTextures(2, rt->sdf_texture_process);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenTextures(1, &rt->sdf_texture_read);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
+ if (rt->sdf_texture_write_fb != 0) {
+ glDeleteTextures(1, &rt->sdf_texture_read);
+ glDeleteTextures(1, &rt->sdf_texture_write);
+ glDeleteTextures(2, rt->sdf_texture_process);
+ glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
+ rt->sdf_texture_read = 0;
+ rt->sdf_texture_write = 0;
+ rt->sdf_texture_process[0] = 0;
+ rt->sdf_texture_process[1] = 0;
+ rt->sdf_texture_write_fb = 0;
+ }
+}
+
+GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+
+ if (rt->sdf_texture_write_fb == 0) {
+ _render_target_allocate_sdf(rt);
+ }
+
+ return rt->sdf_texture_write_fb;
+}
+void TextureStorage::render_target_sdf_process(RID p_render_target) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
+
+ Rect2i r = _render_target_get_sdf_rect(rt);
+
+ Size2i size = r.size;
+ int32_t shift = 0;
+
+ bool shrink = false;
+
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ size[0] >>= 1;
+ size[1] >>= 1;
+ shift = 1;
+ shrink = true;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ size[0] >>= 2;
+ size[1] >>= 2;
+ shift = 2;
+ shrink = true;
+ } break;
+ default: {
+ };
+ }
+
+ GLuint temp_fb;
+ glGenFramebuffers(1, &temp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
+
+ // Load
+ CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
+ glViewport(0, 0, size.width, size.height);
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, 0, size.width, size.height);
+
+ copy_effects->draw_screen_triangle();
+
+ // Process
+
+ int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
+
+ variant = CanvasSdfShaderGLES3::MODE_PROCESS;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ bool swap = false;
+
+ //jumpflood
+ while (stride > 0) {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+
+ copy_effects->draw_screen_triangle();
+
+ stride /= 2;
+ swap = !swap;
+ }
+
+ // Store
+ variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ copy_effects->draw_screen_triangle();
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &temp_fb);
+ glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 39a74236e5..5dff768bd7 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -39,6 +39,8 @@
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
+#include "../shaders/canvas_sdf.glsl.gen.h"
+
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
@@ -84,18 +86,8 @@ namespace GLES3 {
#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
@@ -128,23 +120,13 @@ struct CanvasTexture {
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
};
-/* CANVAS SHADOW */
-
-struct CanvasLightShadow {
- RID self;
- int size;
- int height;
- GLuint fbo;
- GLuint depth;
- GLuint distance; //for older devices
-};
-
struct RenderTarget;
struct Texture {
RID self;
bool is_proxy = false;
+ bool is_external = false;
bool is_render_target = false;
RID proxy_to = RID();
@@ -206,6 +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;
@@ -324,10 +307,12 @@ private:
struct RenderTarget {
Point2i position = Point2i(0, 0);
Size2i size = Size2i(0, 0);
+ uint32_t view_count = 1;
int mipmap_count = 1;
RID self;
GLuint fbo = 0;
GLuint color = 0;
+ GLuint depth = 0;
GLuint backbuffer_fbo = 0;
GLuint backbuffer = 0;
@@ -336,12 +321,35 @@ struct RenderTarget {
GLuint color_type = GL_UNSIGNED_BYTE;
Image::Format image_format = Image::FORMAT_RGBA8;
+ GLuint sdf_texture_write = 0;
+ GLuint sdf_texture_write_fb = 0;
+ GLuint sdf_texture_process[2] = { 0, 0 };
+ GLuint sdf_texture_read = 0;
+ RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
+ RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
+ Size2i process_size;
+ bool sdf_enabled = false;
+
bool is_transparent = false;
bool direct_to_screen = false;
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);
@@ -361,10 +369,6 @@ private:
RID_Owner<CanvasTexture, true> canvas_texture_owner;
- /* CANVAS SHADOW */
-
- RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
-
/* Texture API */
mutable RID_Owner<Texture> texture_owner;
@@ -408,8 +412,17 @@ 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);
+ void _render_target_clear_sdf(RenderTarget *rt);
+ Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
+
+ struct RenderTargetSDF {
+ CanvasSdfShaderGLES3 shader;
+ RID shader_version;
+ } sdf_shader;
public:
static TextureStorage *get_singleton();
@@ -436,10 +449,6 @@ public:
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;
- /* CANVAS SHADOW */
-
- RID canvas_light_shadow_buffer_create(int p_width);
-
/* Texture API */
Texture *get_texture(RID p_rid) {
@@ -463,6 +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;
@@ -585,9 +596,13 @@ public:
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
- void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
- Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
- void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+ virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
+ virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
+ GLuint render_target_get_sdf_texture(RID p_render_target);
+ GLuint render_target_get_sdf_framebuffer(RID p_render_target);
+ void render_target_sdf_process(RID p_render_target);
+ virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+ bool render_target_is_sdf_enabled(RID p_render_target) const;
void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
@@ -598,12 +613,10 @@ 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;
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 6e91f38050..8e7e218bb9 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -38,20 +38,44 @@
#include "particles_storage.h"
#include "texture_storage.h"
+#include "servers/rendering/rendering_server_globals.h"
+
using namespace GLES3;
Utilities *Utilities::singleton = nullptr;
Utilities::Utilities() {
singleton = this;
+ frame = 0;
+ for (int i = 0; i < FRAME_COUNT; i++) {
+ frames[i].index = 0;
+ glGenQueries(max_timestamp_query_elements, frames[i].queries);
+
+ frames[i].timestamp_names.resize(max_timestamp_query_elements);
+ frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
+ frames[i].timestamp_count = 0;
+
+ frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
+ frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
+ frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
+ frames[i].timestamp_result_count = 0;
+ }
}
Utilities::~Utilities() {
singleton = nullptr;
+ for (int i = 0; i < FRAME_COUNT; i++) {
+ glDeleteQueries(max_timestamp_query_elements, frames[i].queries);
+ }
}
Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
Vector<uint8_t> ret;
+
+ if (p_buffer_size == 0) {
+ return ret;
+ }
+
ret.resize(p_buffer_size);
glBindBuffer(p_target, p_buffer);
@@ -213,87 +237,69 @@ void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_de
/* TIMING */
-//void Utilities::render_info_begin_capture() {
-// info.snap = info.render;
-//}
-
-//void Utilities::render_info_end_capture() {
-// info.snap.object_count = info.render.object_count - info.snap.object_count;
-// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
-// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
-// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
-// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
-// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
-// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
-// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
-//}
-
-//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
-// switch (p_info) {
-// case RS::INFO_OBJECTS_IN_FRAME: {
-// return info.snap.object_count;
-// } break;
-// case RS::INFO_VERTICES_IN_FRAME: {
-// return info.snap.vertices_count;
-// } break;
-// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
-// return info.snap.material_switch_count;
-// } break;
-// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
-// return info.snap.shader_rebind_count;
-// } break;
-// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
-// return info.snap.surface_switch_count;
-// } break;
-// case RS::INFO_DRAW_CALLS_IN_FRAME: {
-// return info.snap.draw_call_count;
-// } break;
-// /*
-// case RS::INFO_2D_ITEMS_IN_FRAME: {
-// return info.snap._2d_item_count;
-// } break;
-// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
-// return info.snap._2d_draw_call_count;
-// } break;
-// */
-// default: {
-// return get_render_info(p_info);
-// }
-// }
-//}
-
-//int Utilities::get_render_info(RS::RenderInfo p_info) {
-// switch (p_info) {
-// case RS::INFO_OBJECTS_IN_FRAME:
-// return info.render_final.object_count;
-// case RS::INFO_VERTICES_IN_FRAME:
-// return info.render_final.vertices_count;
-// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
-// return info.render_final.material_switch_count;
-// case RS::INFO_SHADER_CHANGES_IN_FRAME:
-// return info.render_final.shader_rebind_count;
-// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
-// return info.render_final.surface_switch_count;
-// case RS::INFO_DRAW_CALLS_IN_FRAME:
-// return info.render_final.draw_call_count;
-// /*
-// case RS::INFO_2D_ITEMS_IN_FRAME:
-// return info.render_final._2d_item_count;
-// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
-// return info.render_final._2d_draw_call_count;
-//*/
-// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
-// return 0; //no idea
-// case RS::INFO_VIDEO_MEM_USED:
-// return info.vertex_mem + info.texture_mem;
-// case RS::INFO_TEXTURE_MEM_USED:
-// return info.texture_mem;
-// case RS::INFO_VERTEX_MEM_USED:
-// return info.vertex_mem;
-// default:
-// return 0; //no idea either
-// }
-//}
+void Utilities::capture_timestamps_begin() {
+ capture_timestamp("Frame Begin");
+}
+
+void Utilities::capture_timestamp(const String &p_name) {
+ ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
+
+#ifdef GLES_OVER_GL
+ glQueryCounter(frames[frame].queries[frames[frame].timestamp_count], GL_TIMESTAMP);
+#endif
+
+ frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
+ frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
+ frames[frame].timestamp_count++;
+}
+
+void Utilities::_capture_timestamps_begin() {
+ // frame is incremented at the end of the frame so this gives us the queries for frame - 2. By then they should be ready.
+ if (frames[frame].timestamp_count) {
+#ifdef GLES_OVER_GL
+ for (uint32_t i = 0; i < frames[frame].timestamp_count; i++) {
+ uint64_t temp = 0;
+ glGetQueryObjectui64v(frames[frame].queries[i], GL_QUERY_RESULT, &temp);
+ frames[frame].timestamp_result_values[i] = temp;
+ }
+#endif
+ SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
+ SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
+ }
+
+ frames[frame].timestamp_result_count = frames[frame].timestamp_count;
+ frames[frame].timestamp_count = 0;
+ frames[frame].index = Engine::get_singleton()->get_frames_drawn();
+ capture_timestamp("Internal Begin");
+}
+
+void Utilities::capture_timestamps_end() {
+ capture_timestamp("Internal End");
+ frame = (frame + 1) % FRAME_COUNT;
+}
+
+uint32_t Utilities::get_captured_timestamps_count() const {
+ return frames[frame].timestamp_result_count;
+}
+
+uint64_t Utilities::get_captured_timestamps_frame() const {
+ return frames[frame].index;
+}
+
+uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
+ return frames[frame].timestamp_result_values[p_index];
+}
+
+uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
+ return frames[frame].timestamp_cpu_result_values[p_index];
+}
+
+String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
+ return frames[frame].timestamp_result_names[p_index];
+}
/* MISC */
@@ -356,4 +362,13 @@ String Utilities::get_video_adapter_api_version() const {
return (const char *)glGetString(GL_VERSION);
}
+Size2i Utilities::get_maximum_viewport_size() const {
+ Config *config = Config::get_singleton();
+ if (!config) {
+ return Size2i();
+ }
+
+ return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
+}
+
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/utilities.h b/drivers/gles3/storage/utilities.h
index e054f2f816..55a875958e 100644
--- a/drivers/gles3/storage/utilities.h
+++ b/drivers/gles3/storage/utilities.h
@@ -79,62 +79,35 @@ public:
/* TIMING */
- struct Info {
- uint64_t texture_mem = 0;
- uint64_t vertex_mem = 0;
-
- struct Render {
- uint32_t object_count;
- uint32_t draw_call_count;
- uint32_t material_switch_count;
- uint32_t surface_switch_count;
- uint32_t shader_rebind_count;
- uint32_t vertices_count;
- uint32_t _2d_item_count;
- uint32_t _2d_draw_call_count;
-
- void reset() {
- object_count = 0;
- draw_call_count = 0;
- material_switch_count = 0;
- surface_switch_count = 0;
- shader_rebind_count = 0;
- vertices_count = 0;
- _2d_item_count = 0;
- _2d_draw_call_count = 0;
- }
- } render, render_final, snap;
-
- Info() {
- render.reset();
- render_final.reset();
- }
-
- } info;
-
- virtual void capture_timestamps_begin() override {}
- virtual void capture_timestamp(const String &p_name) override {}
- virtual uint32_t get_captured_timestamps_count() const override {
- return 0;
- }
- virtual uint64_t get_captured_timestamps_frame() const override {
- return 0;
- }
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
- return 0;
- }
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
- return 0;
- }
- virtual String get_captured_timestamp_name(uint32_t p_index) const override {
- return String();
- }
-
- // void render_info_begin_capture() override;
- // void render_info_end_capture() override;
- // int get_captured_render_info(RS::RenderInfo p_info) override;
-
- // int get_render_info(RS::RenderInfo p_info) override;
+#define MAX_QUERIES 256
+#define FRAME_COUNT 3
+
+ struct Frame {
+ GLuint queries[MAX_QUERIES];
+ TightLocalVector<String> timestamp_names;
+ TightLocalVector<uint64_t> timestamp_cpu_values;
+ uint32_t timestamp_count = 0;
+ TightLocalVector<String> timestamp_result_names;
+ TightLocalVector<uint64_t> timestamp_cpu_result_values;
+ TightLocalVector<uint64_t> timestamp_result_values;
+ uint32_t timestamp_result_count = 0;
+ uint64_t index = 0;
+ };
+
+ const uint32_t max_timestamp_query_elements = MAX_QUERIES;
+
+ Frame frames[FRAME_COUNT]; // Frames for capturing timestamps. We use 3 so we don't need to wait for commands to complete
+ uint32_t frame = 0;
+
+ virtual void capture_timestamps_begin() override;
+ virtual void capture_timestamp(const String &p_name) override;
+ virtual uint32_t get_captured_timestamps_count() const override;
+ virtual uint64_t get_captured_timestamps_frame() const override;
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override;
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override;
+ virtual String get_captured_timestamp_name(uint32_t p_index) const override;
+ void _capture_timestamps_begin();
+ void capture_timestamps_end();
/* MISC */
@@ -150,6 +123,8 @@ public:
virtual String get_video_adapter_vendor() const override;
virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
virtual String get_video_adapter_api_version() const override;
+
+ virtual Size2i get_maximum_viewport_size() const override;
};
} // namespace GLES3
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index fc06291a3a..161706489f 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -505,11 +505,11 @@ bool OS_Unix::set_environment(const String &p_var, const String &p_value) const
}
String OS_Unix::get_user_data_dir() const {
- String appname = get_safe_dir_name(ProjectSettings::get_singleton()->get("application/config/name"));
+ String appname = get_safe_dir_name(GLOBAL_GET("application/config/name"));
if (!appname.is_empty()) {
- bool use_custom_dir = ProjectSettings::get_singleton()->get("application/config/use_custom_user_dir");
+ bool use_custom_dir = GLOBAL_GET("application/config/use_custom_user_dir");
if (use_custom_dir) {
- String custom_dir = get_safe_dir_name(ProjectSettings::get_singleton()->get("application/config/custom_user_dir_name"), true);
+ String custom_dir = get_safe_dir_name(GLOBAL_GET("application/config/custom_user_dir_name"), true);
if (custom_dir.is_empty()) {
custom_dir = appname;
}
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index 72c9a80a94..0ff4ca31e6 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -2160,14 +2160,35 @@ RID RenderingDeviceVulkan::texture_create_from_extension(TextureType p_type, Dat
texture.height = p_height;
texture.depth = p_depth;
texture.layers = p_layers;
- texture.mipmaps = 0; // Maybe make this settable too?
+ texture.mipmaps = 1;
texture.usage_flags = p_flags;
texture.base_mipmap = 0;
texture.base_layer = 0;
texture.allowed_shared_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
texture.allowed_shared_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
- // Do we need to do something with texture.layout?
+ // Set base layout based on usage priority.
+
+ if (texture.usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
+ // First priority, readable.
+ texture.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+
+ } else if (texture.usage_flags & TEXTURE_USAGE_STORAGE_BIT) {
+ // Second priority, storage.
+
+ texture.layout = VK_IMAGE_LAYOUT_GENERAL;
+
+ } else if (texture.usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
+ // Third priority, color or depth.
+
+ texture.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+
+ } else if (texture.usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
+ texture.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
+
+ } else {
+ texture.layout = VK_IMAGE_LAYOUT_GENERAL;
+ }
if (texture.usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
texture.read_aspect_mask = VK_IMAGE_ASPECT_DEPTH_BIT;
@@ -3401,6 +3422,16 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
LocalVector<int32_t> attachment_last_pass;
attachment_last_pass.resize(p_attachments.size());
+ if (p_view_count > 1) {
+ const VulkanContext::MultiviewCapabilities capabilities = context->get_multiview_capabilities();
+
+ // This only works with multiview!
+ ERR_FAIL_COND_V_MSG(!capabilities.is_supported, VK_NULL_HANDLE, "Multiview not supported");
+
+ // Make sure we limit this to the number of views we support.
+ ERR_FAIL_COND_V_MSG(p_view_count > capabilities.max_view_count, VK_NULL_HANDLE, "Hardware does not support requested number of views for Multiview render pass");
+ }
+
// These are only used if we use multiview but we need to define them in scope.
const uint32_t view_mask = (1 << p_view_count) - 1;
const uint32_t correlation_mask = (1 << p_view_count) - 1;
@@ -3701,7 +3732,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment_last_pass[attachment] = i;
}
- reference.aspectMask = 0;
+ reference.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
color_references.push_back(reference);
}
@@ -3723,7 +3754,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
reference.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attachment_last_pass[attachment] = i;
}
- reference.aspectMask = 0; // TODO: We need to set this here, possibly VK_IMAGE_ASPECT_COLOR_BIT?
+ reference.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
input_references.push_back(reference);
}
@@ -3752,7 +3783,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
attachment_last_pass[attachment] = i;
}
- reference.aspectMask = 0;
+ reference.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolve_references.push_back(reference);
}
@@ -3767,7 +3798,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
depth_stencil_reference.attachment = attachment_remap[attachment];
depth_stencil_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
- depth_stencil_reference.aspectMask = 0;
+ depth_stencil_reference.aspectMask = VK_IMAGE_ASPECT_NONE;
attachment_last_pass[attachment] = i;
if (is_multisample_first) {
@@ -3793,7 +3824,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
vrs_reference.pNext = nullptr;
vrs_reference.attachment = attachment_remap[attachment];
vrs_reference.layout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
- vrs_reference.aspectMask = 0;
+ vrs_reference.aspectMask = VK_IMAGE_ASPECT_NONE;
Size2i texel_size = context->get_vrs_capabilities().max_texel_size;
@@ -3934,16 +3965,9 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
Vector<uint32_t> view_masks;
VkRenderPassMultiviewCreateInfo render_pass_multiview_create_info;
- if (p_view_count > 1) {
- // This may no longer be needed with the new settings already including this.
-
- const VulkanContext::MultiviewCapabilities capabilities = context->get_multiview_capabilities();
-
- // For now this only works with multiview!
- ERR_FAIL_COND_V_MSG(!capabilities.is_supported, VK_NULL_HANDLE, "Multiview not supported");
-
- // Make sure we limit this to the number of views we support.
- ERR_FAIL_COND_V_MSG(p_view_count > capabilities.max_view_count, VK_NULL_HANDLE, "Hardware does not support requested number of views for Multiview render pass");
+ if ((p_view_count > 1) && !context->supports_renderpass2()) {
+ // This is only required when using vkCreateRenderPass, we add it if vkCreateRenderPass2KHR is not supported
+ // resulting this in being passed to our vkCreateRenderPass fallback.
// Set view masks for each subpass.
for (uint32_t i = 0; i < subpasses.size(); i++) {
@@ -7727,7 +7751,7 @@ void RenderingDeviceVulkan::draw_list_bind_index_array(DrawListID p_list, RID p_
dl->validation.index_array_size = index_array->indices;
dl->validation.index_array_offset = index_array->offset;
- vkCmdBindIndexBuffer(dl->command_buffer, index_array->buffer, index_array->offset, index_array->index_type);
+ vkCmdBindIndexBuffer(dl->command_buffer, index_array->buffer, 0, index_array->index_type);
}
void RenderingDeviceVulkan::draw_list_set_line_width(DrawListID p_list, float p_width) {
@@ -9363,12 +9387,10 @@ void RenderingDeviceVulkan::initialize(VulkanContext *p_context, bool p_local_de
}
}
- // NOTE: If adding new project settings here, also duplicate their definition in
- // rendering_server.cpp for headless doctool.
- staging_buffer_block_size = GLOBAL_DEF("rendering/rendering_device/staging_buffer/block_size_kb", 256);
+ staging_buffer_block_size = GLOBAL_GET("rendering/rendering_device/staging_buffer/block_size_kb");
staging_buffer_block_size = MAX(4u, staging_buffer_block_size);
staging_buffer_block_size *= 1024; // Kb -> bytes.
- staging_buffer_max_size = GLOBAL_DEF("rendering/rendering_device/staging_buffer/max_size_mb", 128);
+ staging_buffer_max_size = GLOBAL_GET("rendering/rendering_device/staging_buffer/max_size_mb");
staging_buffer_max_size = MAX(1u, staging_buffer_max_size);
staging_buffer_max_size *= 1024 * 1024;
@@ -9376,7 +9398,7 @@ void RenderingDeviceVulkan::initialize(VulkanContext *p_context, bool p_local_de
// Validate enough blocks.
staging_buffer_max_size = staging_buffer_block_size * 4;
}
- texture_upload_region_size_px = GLOBAL_DEF("rendering/rendering_device/staging_buffer/texture_upload_region_size_px", 64);
+ texture_upload_region_size_px = GLOBAL_GET("rendering/rendering_device/staging_buffer/texture_upload_region_size_px");
texture_upload_region_size_px = nearest_power_of_2_templated(texture_upload_region_size_px);
frames_drawn = frame_count; // Start from frame count, so everything else is immediately old.
@@ -9391,7 +9413,7 @@ void RenderingDeviceVulkan::initialize(VulkanContext *p_context, bool p_local_de
ERR_CONTINUE(err != OK);
}
- max_descriptors_per_pool = GLOBAL_DEF("rendering/rendering_device/vulkan/max_descriptors_per_pool", 64);
+ max_descriptors_per_pool = GLOBAL_GET("rendering/rendering_device/vulkan/max_descriptors_per_pool");
// Check to make sure DescriptorPoolKey is good.
static_assert(sizeof(uint64_t) * 3 >= UNIFORM_TYPE_MAX * sizeof(uint16_t));
@@ -9686,6 +9708,10 @@ uint64_t RenderingDeviceVulkan::limit_get(Limit p_limit) const {
return limits.maxComputeWorkGroupSize[1];
case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
return limits.maxComputeWorkGroupSize[2];
+ case LIMIT_MAX_VIEWPORT_DIMENSIONS_X:
+ return limits.maxViewportDimensions[0];
+ case LIMIT_MAX_VIEWPORT_DIMENSIONS_Y:
+ return limits.maxViewportDimensions[1];
case LIMIT_SUBGROUP_SIZE: {
VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
return subgroup_capabilities.size;
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index f51fd2a6cf..464ab474e1 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -687,21 +687,43 @@ Error VulkanContext::_check_capabilities() {
vkGetPhysicalDeviceFeatures2_func(gpu, &device_features);
- vrs_capabilities.pipeline_vrs_supported = vrs_features.pipelineFragmentShadingRate;
- vrs_capabilities.primitive_vrs_supported = vrs_features.primitiveFragmentShadingRate;
- vrs_capabilities.attachment_vrs_supported = vrs_features.attachmentFragmentShadingRate;
+ // We must check that the relative extension is present before assuming a
+ // feature as enabled. Actually, according to the spec we shouldn't add the
+ // structs in pNext at all, but this works fine.
+ // See also: https://github.com/godotengine/godot/issues/65409
+ for (uint32_t i = 0; i < enabled_extension_count; ++i) {
+ if (!strcmp(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME, extension_names[i])) {
+ vrs_capabilities.pipeline_vrs_supported = vrs_features.pipelineFragmentShadingRate;
+ vrs_capabilities.primitive_vrs_supported = vrs_features.primitiveFragmentShadingRate;
+ vrs_capabilities.attachment_vrs_supported = vrs_features.attachmentFragmentShadingRate;
- multiview_capabilities.is_supported = multiview_features.multiview;
- multiview_capabilities.geometry_shader_is_supported = multiview_features.multiviewGeometryShader;
- multiview_capabilities.tessellation_shader_is_supported = multiview_features.multiviewTessellationShader;
+ continue;
+ }
+
+ if (!strcmp(VK_KHR_MULTIVIEW_EXTENSION_NAME, extension_names[i])) {
+ multiview_capabilities.is_supported = multiview_features.multiview;
+ multiview_capabilities.geometry_shader_is_supported = multiview_features.multiviewGeometryShader;
+ multiview_capabilities.tessellation_shader_is_supported = multiview_features.multiviewTessellationShader;
+
+ continue;
+ }
- shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
- shader_capabilities.shader_int8_is_supported = shader_features.shaderInt8;
+ if (!strcmp(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME, extension_names[i])) {
+ shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
+ shader_capabilities.shader_int8_is_supported = shader_features.shaderInt8;
- storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = storage_feature.storageBuffer16BitAccess;
- storage_buffer_capabilities.uniform_and_storage_buffer_16_bit_access_is_supported = storage_feature.uniformAndStorageBuffer16BitAccess;
- storage_buffer_capabilities.storage_push_constant_16_is_supported = storage_feature.storagePushConstant16;
- storage_buffer_capabilities.storage_input_output_16 = storage_feature.storageInputOutput16;
+ continue;
+ }
+
+ if (!strcmp(VK_KHR_16BIT_STORAGE_EXTENSION_NAME, extension_names[i])) {
+ storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = storage_feature.storageBuffer16BitAccess;
+ storage_buffer_capabilities.uniform_and_storage_buffer_16_bit_access_is_supported = storage_feature.uniformAndStorageBuffer16BitAccess;
+ storage_buffer_capabilities.storage_push_constant_16_is_supported = storage_feature.storagePushConstant16;
+ storage_buffer_capabilities.storage_input_output_16 = storage_feature.storageInputOutput16;
+
+ continue;
+ }
+ }
}
// Check extended properties.
@@ -717,9 +739,12 @@ Error VulkanContext::_check_capabilities() {
VkPhysicalDeviceProperties2 physicalDeviceProperties{};
void *nextptr = nullptr;
- subgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
- subgroupProperties.pNext = nextptr;
- nextptr = &subgroupProperties;
+ if (!(vulkan_major == 1 && vulkan_minor == 0)) {
+ subgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
+ subgroupProperties.pNext = nextptr;
+
+ nextptr = &subgroupProperties;
+ }
if (multiview_capabilities.is_supported) {
multiviewProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES;
@@ -807,7 +832,7 @@ Error VulkanContext::_create_instance() {
}
}
- CharString cs = ProjectSettings::get_singleton()->get("application/config/name").operator String().utf8();
+ CharString cs = GLOBAL_GET("application/config/name").operator String().utf8();
const VkApplicationInfo app = {
/*sType*/ VK_STRUCTURE_TYPE_APPLICATION_INFO,
/*pNext*/ nullptr,
@@ -1311,7 +1336,7 @@ Error VulkanContext::_create_device() {
vulkan11features.shaderDrawParameters = 0;
nextptr = &vulkan11features;
} else {
- // On Vulkan 1.0 and 1.1 we use our older structs to initialise these features.
+ // On Vulkan 1.0 and 1.1 we use our older structs to initialize these features.
storage_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
storage_feature.pNext = nextptr;
storage_feature.storageBuffer16BitAccess = storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
@@ -1458,7 +1483,7 @@ Error VulkanContext::_initialize_queues(VkSurfaceKHR p_surface) {
color_space = surfFormats[0].colorSpace;
} else {
// These should be ordered with the ones we want to use on top and fallback modes further down
- // we want a 32bit RGBA unsigned normalised buffer or similar.
+ // we want a 32bit RGBA unsigned normalized buffer or similar.
const VkFormat allowed_formats[] = {
VK_FORMAT_B8G8R8A8_UNORM,
VK_FORMAT_R8G8B8A8_UNORM
@@ -1807,18 +1832,22 @@ Error VulkanContext::_update_swap_chain(Window *window) {
preTransform = surfCapabilities.currentTransform;
}
- // Find a supported composite alpha mode - one of these is guaranteed to be set.
VkCompositeAlphaFlagBitsKHR compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
- VkCompositeAlphaFlagBitsKHR compositeAlphaFlags[4] = {
- VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR,
- VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR,
- VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR,
- VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
- };
- for (uint32_t i = 0; i < ARRAY_SIZE(compositeAlphaFlags); i++) {
- if (surfCapabilities.supportedCompositeAlpha & compositeAlphaFlags[i]) {
- compositeAlpha = compositeAlphaFlags[i];
- break;
+
+ if (OS::get_singleton()->is_layered_allowed() || !(surfCapabilities.supportedCompositeAlpha & compositeAlpha)) {
+ // Find a supported composite alpha mode - one of these is guaranteed to be set.
+ VkCompositeAlphaFlagBitsKHR compositeAlphaFlags[4] = {
+ VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR,
+ VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR,
+ VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR,
+ VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
+ };
+
+ for (uint32_t i = 0; i < ARRAY_SIZE(compositeAlphaFlags); i++) {
+ if (surfCapabilities.supportedCompositeAlpha & compositeAlphaFlags[i]) {
+ compositeAlpha = compositeAlphaFlags[i];
+ break;
+ }
}
}
diff --git a/drivers/vulkan/vulkan_context.h b/drivers/vulkan/vulkan_context.h
index b47aec1de1..d6a25c5cd7 100644
--- a/drivers/vulkan/vulkan_context.h
+++ b/drivers/vulkan/vulkan_context.h
@@ -273,6 +273,7 @@ protected:
public:
// Extension calls.
+ bool supports_renderpass2() const { return has_renderpass2_ext; }
VkResult vkCreateRenderPass2KHR(VkDevice p_device, const VkRenderPassCreateInfo2 *p_create_info, const VkAllocationCallbacks *p_allocator, VkRenderPass *p_render_pass);
uint32_t get_vulkan_major() const { return vulkan_major; };