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-rw-r--r--drivers/SCsub2
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.cpp184
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.h38
-rw-r--r--drivers/gl_context/SCsub2
-rw-r--r--drivers/gles3/effects/copy_effects.cpp39
-rw-r--r--drivers/gles3/effects/copy_effects.h4
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp1088
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h100
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp37
-rw-r--r--drivers/gles3/rasterizer_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp312
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h31
-rw-r--r--drivers/gles3/shader_gles3.cpp55
-rw-r--r--drivers/gles3/shader_gles3.h30
-rw-r--r--drivers/gles3/shaders/SCsub5
-rw-r--r--drivers/gles3/shaders/canvas.glsl372
-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/canvas_uniforms_inc.glsl22
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl501
-rw-r--r--drivers/gles3/shaders/particles_copy.glsl122
-rw-r--r--drivers/gles3/shaders/scene.glsl72
-rw-r--r--drivers/gles3/shaders/skeleton.glsl269
-rw-r--r--drivers/gles3/shaders/stdlib_inc.glsl3
-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.cpp321
-rw-r--r--drivers/gles3/storage/material_storage.h66
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp618
-rw-r--r--drivers/gles3/storage/mesh_storage.h52
-rw-r--r--drivers/gles3/storage/particles_storage.cpp1211
-rw-r--r--drivers/gles3/storage/particles_storage.h315
-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.cpp1009
-rw-r--r--drivers/gles3/storage/texture_storage.h145
-rw-r--r--drivers/gles3/storage/utilities.cpp241
-rw-r--r--drivers/gles3/storage/utilities.h87
-rw-r--r--drivers/png/png_driver_common.cpp2
-rw-r--r--drivers/unix/net_socket_posix.cpp4
-rw-r--r--drivers/unix/os_unix.cpp12
-rw-r--r--drivers/unix/os_unix.h2
-rw-r--r--drivers/unix/thread_posix.cpp4
-rw-r--r--drivers/vulkan/rendering_device_vulkan.cpp254
-rw-r--r--drivers/vulkan/rendering_device_vulkan.h26
-rw-r--r--drivers/vulkan/vulkan_context.cpp760
-rw-r--r--drivers/vulkan/vulkan_context.h34
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp51
-rw-r--r--drivers/wasapi/audio_driver_wasapi.h6
53 files changed, 7534 insertions, 1429 deletions
diff --git a/drivers/SCsub b/drivers/SCsub
index dd81fc645c..6cfcb1d18c 100644
--- a/drivers/SCsub
+++ b/drivers/SCsub
@@ -24,6 +24,7 @@ SConscript("winmidi/SCsub")
# Graphics drivers
if env["vulkan"]:
+ SConscript("spirv-reflect/SCsub")
SConscript("vulkan/SCsub")
if env["opengl3"]:
SConscript("gl_context/SCsub")
@@ -31,7 +32,6 @@ if env["opengl3"]:
# Core dependencies
SConscript("png/SCsub")
-SConscript("spirv-reflect/SCsub")
env.add_source_files(env.drivers_sources, "*.cpp")
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/gl_context/SCsub b/drivers/gl_context/SCsub
index 7e8bd22960..2204c486c6 100644
--- a/drivers/gl_context/SCsub
+++ b/drivers/gl_context/SCsub
@@ -6,7 +6,7 @@ if env["platform"] in ["haiku", "macos", "windows", "linuxbsd"]:
# Thirdparty source files
thirdparty_dir = "#thirdparty/glad/"
thirdparty_sources = [
- "glad.c",
+ "gl.c",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index de0181f887..b552b52cd5 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -114,19 +114,23 @@ CopyEffects::~CopyEffects() {
copy.shader.version_free(copy.shader_version);
}
-void CopyEffects::copy_to_rect(const Rect2i &p_rect) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ if (!success) {
+ return;
+ }
+
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);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
+ if (!success) {
+ return;
+ }
+
+ draw_screen_triangle();
}
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
@@ -155,11 +159,26 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
}
void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ if (!success) {
+ return;
+ }
+
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 b863e76579..a817c3f0dc 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -61,10 +61,12 @@ public:
~CopyEffects();
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
- void copy_to_rect(const Rect2i &p_rect);
+ void copy_to_rect(const Rect2 &p_rect);
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 c635e18132..e5d4077393 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -36,26 +36,14 @@
#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/particles_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];
@@ -115,9 +103,10 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
p_mat4[15] = 1;
}
-void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
@@ -130,7 +119,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+#ifndef WEB_ENABLED
+ // On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+#endif
} else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that.
@@ -144,9 +136,175 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
- // TODO: Setup Directional Lights
+ //setup directional lights if exist
+
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
+ {
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+
+ Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
+
+ 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);
- // TODO: Setup lights
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ 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;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ state.using_directional_lights = directional_light_count > 0;
+ }
+
+ //setup lights if exist
+
+ {
+ Light *l = p_light_list;
+ uint32_t index = light_count;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+ Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
+
+ Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
+ state.light_uniforms[index].position[0] = canvas_light_pos.x;
+ state.light_uniforms[index].position[1] = canvas_light_pos.y;
+
+ _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ 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);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+
+ GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
+ if (texture_atlas == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ texture_atlas = tex->tex_id;
+ }
+ 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);
+ }
{
//update canvas state uniform buffer
@@ -154,9 +312,14 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
+ // If we've overridden the render target's color texture, then we need
+ // to invert the Y axis, so 2D texture appear right side up.
+ // We're probably rendering directly to an XR device.
+ float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f;
+
Transform3D screen_transform;
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
@@ -175,13 +338,10 @@ 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;
- // TODO: temporary, this should be set at the top of this function
- 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;
- state_buffer.directional_light_count = 0; //directional_light_count;
+ state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
@@ -200,7 +360,8 @@ 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_state_buffer);
+
+ 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);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -209,11 +370,17 @@ 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;
@@ -223,6 +390,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
+ bool update_skeletons = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
@@ -264,16 +432,37 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
+ if (ci->skeleton.is_valid()) {
+ const Item::Command *c = ci->commands;
+
+ while (c) {
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
+ if (cm->mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
+ update_skeletons = true;
+ }
+ }
+ c = c->next;
+ }
+ }
+
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
// Canvas group begins here, render until before this item
_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;
@@ -292,6 +481,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (ci == canvas_group_owner) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
item_count = 0;
@@ -305,6 +498,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (backbuffer_copy) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
//render anything pending, including clearing if no items
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
@@ -329,6 +526,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
//then reset
item_count = 0;
@@ -381,9 +582,18 @@ 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;
@@ -407,7 +617,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+ _record_item_commands(ci, p_to_render_target, 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.
@@ -442,7 +659,13 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
- _bind_material(material_data, 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;
+ bool success = _bind_material(material_data, variant, specialization);
+ if (!success) {
+ continue;
+ }
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -526,7 +749,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
r_last_index += index;
}
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
@@ -554,6 +777,38 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool skipping = false;
+ // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
+ uint32_t lights[4] = { 0, 0, 0, 0 };
+
+ uint16_t light_count = 0;
+
+ {
+ Light *light = p_lights;
+
+ while (light) {
+ if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+ uint32_t light_index = light->render_index_cache;
+ lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+
+ light_count++;
+
+ if (light_count == data.max_lights_per_item) {
+ break;
+ }
+ }
+ light = light->next_ptr;
+ }
+
+ base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ }
+
+ bool lights_disabled = light_count == 0 && !state.using_directional_lights;
+
+ if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
+ _new_batch(r_batch_broken, r_index);
+ state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
+ }
+
const Item::Command *c = p_item->commands;
while (c) {
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
@@ -580,6 +835,11 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].pad[0] = 0.0;
state.instance_data_array[r_index].pad[1] = 0.0;
+ state.instance_data_array[r_index].lights[0] = lights[0];
+ state.instance_data_array[r_index].lights[1] = lights[1];
+ state.instance_data_array[r_index].lights[2] = lights[2];
+ state.instance_data_array[r_index].lights[3] = lights[3];
+
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
Color blend_color;
@@ -788,13 +1048,15 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
_new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].tex = RID();
+ state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
}
+ _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
+
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
@@ -808,7 +1070,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
_add_to_batch(r_index, r_batch_broken);
if (primitive->point_count == 4) {
- // Reset base data
+ // Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
@@ -816,12 +1078,13 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
for (uint32_t j = 0; j < 3; j++) {
- //second half of triangle
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
- Color col = primitive->colors[j + 1] * base_color;
+ int offset = j == 0 ? 0 : 1;
+ // Second triangle in the quad. Uses vertices 0, 2, 3.
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
+ Color col = primitive->colors[j + offset] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
@@ -843,15 +1106,45 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
modulate = m->modulate;
+
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
- uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
- if (instance_count > 1) {
- state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
- }
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
} else if (c->type == Item::Command::TYPE_PARTICLES) {
- WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ RID particles = pt->particles;
+ state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ bool local_coords = particles_storage->particles_is_using_local_coords(particles);
+
+ if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
+ // Pass collision information.
+ Transform2D xform;
+ if (local_coords) {
+ xform = p_item->final_transform;
+ } else {
+ xform = p_canvas_transform_inverse;
+ }
+
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
+
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
+
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ } else {
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
+ }
}
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -988,20 +1281,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
RID mesh;
RID mesh_instance;
- RID texture;
uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ GLuint instance_buffer = 0;
+ uint32_t instance_stride = 0;
+ uint32_t instance_color_offset = 0;
+ bool instance_uses_color = false;
+ bool instance_uses_custom_data = false;
if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
mesh = m->mesh;
mesh_instance = m->mesh_instance;
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
RID multimesh = mm->multimesh;
@@ -1017,13 +1311,37 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
break;
}
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ instance_stride = mesh_storage->multimesh_get_stride(multimesh);
+ instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
- // Do nothing for now.
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
+ RID particles = pt->particles;
+ mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
+
+ ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(particles);
+
+ if (particles_storage->particles_is_inactive(particles)) {
+ break;
+ }
+
+ RenderingServerDefault::redraw_request(); // Active particles means redraw request.
+
+ int dpc = particles_storage->particles_get_draw_passes(particles);
+ if (dpc == 0) {
+ break; // Nothing to draw.
+ }
+
+ instance_count = particles_storage->particles_get_amount(particles);
+ instance_buffer = particles_storage->particles_get_gl_buffer(particles);
+ instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
+ instance_color_offset = 8; // 8 bytes for instance transform.
+ instance_uses_color = true;
+ instance_uses_custom_data = true;
}
ERR_FAIL_COND(mesh.is_null());
@@ -1055,18 +1373,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
}
if (instance_count > 1) {
+ if (instance_buffer == 0) {
+ break;
+ }
// Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
+ if (instance_uses_color || instance_uses_custom_data) {
glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
@@ -1106,7 +1427,7 @@ 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;
}
@@ -1140,53 +1461,577 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant) {
+bool RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
RID RasterizerCanvasGLES3::light_create() {
- return RID();
+ CanvasLight canvas_light;
+ return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+ if (cl->texture == p_texture) {
+ return;
+ }
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_remove_from_texture_atlas(cl->texture);
+ }
+ cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_add_to_texture_atlas(cl->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;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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) {
+ if (canvas_light_owner.owns(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;
+ }
+
return true;
}
@@ -1357,7 +2202,7 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (!normal_map) {
+ if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1382,16 +2227,16 @@ 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) {
}
@@ -1422,7 +2267,6 @@ 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;
@@ -1531,7 +2375,6 @@ 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();
}
@@ -1567,13 +2410,23 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
+
state.current_buffer = (state.current_buffer + 1);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
@@ -1755,12 +2608,21 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
state.canvas_instance_batches.reserve(200);
for (int i = 0; i < 3; i++) {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
@@ -1768,6 +2630,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
const uint32_t no_of_instances = data.max_instances_per_batch;
@@ -1794,19 +2657,16 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
delete[] indices;
}
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
- global_defines += "#define MAX_LIGHTS " + itos(data.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
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();
@@ -1833,6 +2693,26 @@ 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);
@@ -1840,11 +2720,15 @@ 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);
@@ -1854,7 +2738,17 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteVertexArrays(1, &data.canvas_quad_array);
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
- memfree(state.instance_data_array);
+ 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 15c2ca5710..0a03d43d07 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;
@@ -96,6 +97,63 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
};
+ /******************/
+ /**** LIGHTING ****/
+ /******************/
+
+ 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
+ float color[4];
+
+ uint8_t shadow_color[4];
+ uint32_t flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
+ };
+
public:
enum {
BASE_UNIFORM_LOCATION = 0,
@@ -126,9 +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;
@@ -184,8 +242,8 @@ public:
RID canvas_shader_default_version;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
+ uint32_t max_lights_per_render = 256;
+ uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_ubo = 16384;
uint32_t max_instance_buffer_size = 16384 * 128;
@@ -196,7 +254,7 @@ public:
uint32_t start = 0;
uint32_t instance_count = 0;
- RID tex = RID();
+ RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -205,23 +263,29 @@ public:
Item *clip = nullptr;
- RID material = RID();
+ RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0;
+
+ bool lights_disabled = false;
};
+ // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
+ // We track them and ensure that they don't get reused until at least 2 frames have passed
+ // to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer {
GLuint ubo = 0;
+ GLuint light_ubo = 0;
+ GLuint state_ubo = 0;
uint64_t last_frame_used = -3;
GLsync fence = GLsync();
};
struct State {
- GLuint canvas_state_buffer;
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
uint32_t current_buffer = 0;
@@ -230,7 +294,16 @@ public:
InstanceData *instance_data_array = nullptr;
- RID current_tex = RID();
+ 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;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -247,6 +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;
@@ -256,9 +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;
@@ -280,9 +352,9 @@ public:
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
- void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
+ void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
+ bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 0836a21254..1b42b55425 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();
}
@@ -200,7 +199,7 @@ void RasterizerGLES3::finalize() {
RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
- if (!gladLoadGL()) {
+ if (!gladLoaderLoadGL()) {
ERR_PRINT("Error initializing GLAD");
// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
@@ -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 4c71edc24c..8250140c3f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -35,6 +35,7 @@
#include "servers/rendering/rendering_server_globals.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
#ifdef GLES3_ENABLED
@@ -50,6 +51,9 @@ RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_bas
ginstance->data->base = p_base;
ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
ginstance->_mark_dirty();
@@ -314,6 +318,8 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3
void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -361,6 +367,26 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
} break;
case RS::INSTANCE_PARTICLES: {
+ int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base);
} break;
default: {
@@ -382,10 +408,23 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
- //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_PARTICLES;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ if (ginstance->data->dirty_dependencies) {
+ mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
}
ginstance->store_transform_cache = store_transform;
@@ -595,6 +634,7 @@ 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 +718,6 @@ 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);
@@ -751,12 +790,16 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
sky_transform.invert();
sky_transform = p_transform.basis * sky_transform;
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -847,15 +890,18 @@ 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);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ if (!success) {
+ return;
+ }
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glBindVertexArray(sky_globals.screen_triangle_array);
@@ -864,7 +910,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -945,7 +991,10 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
glViewport(0, 0, size, size);
glBindVertexArray(sky_globals.screen_triangle_array);
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ bool success = material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ if (!success) {
+ return;
+ }
if (p_base_layer > 0) {
const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples };
@@ -1166,12 +1215,13 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
// LOD
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
- //lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
+ // Get the LOD support points on the mesh AABB.
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
- float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+ // Get the distances to those points on the AABB from the camera origin.
+ float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min);
+ float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
@@ -1188,8 +1238,8 @@ 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);
@@ -1264,7 +1314,7 @@ 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);
@@ -1272,6 +1322,19 @@ 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;
@@ -1373,6 +1436,15 @@ 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
@@ -1619,6 +1691,9 @@ 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;
@@ -1650,7 +1725,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
@@ -1707,8 +1781,20 @@ 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 +1856,7 @@ 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 +1875,7 @@ 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
@@ -1814,8 +1900,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
+ uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
+ SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
+ SceneShaderGLES3::DISABLE_LIGHT_SPOT;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant, use_wireframe);
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
glColorMask(1, 1, 1, 1);
@@ -1857,11 +1946,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
{
// Specialization Constants that apply for entire rendering pass.
if (render_data.directional_light_count == 0) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
}
// Render Opaque Objects.
@@ -1895,6 +1984,11 @@ 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);
}
@@ -1905,6 +1999,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
template <PassMode p_pass_mode>
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
@@ -1916,8 +2011,13 @@ 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.
+ uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+
+ if (p_render_data->view_count > 1) {
+ base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
+ }
switch (p_pass_mode) {
case PASS_MODE_COLOR:
@@ -1939,12 +2039,14 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
if (sky && sky->radiance != 0) {
texture_to_bind = sky->radiance;
- // base_spec_constant |= USE_RADIANCE_MAP;
+ base_spec_constants |= SceneShaderGLES3::USE_RADIANCE_MAP;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
}
+ 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 +2059,6 @@ 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 +2077,11 @@ 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) {
@@ -2104,7 +2209,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
bool use_index_buffer = index_array_gl != 0;
- if (prev_index_array_gl != index_array_gl) {
+ if (prev_index_array_gl != index_array_gl || prev_vertex_array_gl != vertex_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
@@ -2124,11 +2229,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
if (inst->instance_count > 0) {
+ // Will need to use instancing to draw (either MultiMesh or Particles).
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
if (prev_shader != shader || prev_variant != instance_variant) {
- material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
+ bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ if (!success) {
+ continue;
+ }
+
float opaque_prepass_threshold = 0.0;
if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@@ -2136,7 +2246,7 @@ 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;
@@ -2144,41 +2254,58 @@ 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.
+ // Using MultiMesh or Particles.
// Bind instance buffers.
- GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ GLuint instance_buffer = 0;
+ uint32_t stride = 0;
+ if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
+ instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
+ stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
+ } else {
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
+ stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ }
+
+ if (instance_buffer == 0) {
+ // Instance buffer not initialized yet. Skip rendering for now.
+ continue;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(12, 1);
glEnableVertexAttribArray(13);
- glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
glVertexAttribDivisor(13, 1);
- glEnableVertexAttribArray(14);
- glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
- glVertexAttribDivisor(14, 1);
+ if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
+ glEnableVertexAttribArray(14);
+ glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
+ glVertexAttribDivisor(14, 1);
+ }
- if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
+ if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
+ uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
glEnableVertexAttribArray(15);
- glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
+ glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
glVertexAttribDivisor(15, 1);
}
if (use_index_buffer) {
@@ -2201,12 +2328,83 @@ 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) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
+ ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ Projection cm;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform3D cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
+
+ GLuint fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
+ Size2i fb_size = particles_storage->particles_collision_get_heightfield_size(p_collider);
+
+ RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
+
+ RenderDataGLES3 render_data;
+
+ render_data.cam_projection = cm;
+ render_data.cam_transform = cam_xform;
+ render_data.view_projection[0] = cm;
+ render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
+ render_data.cam_orthogonal = true;
+ render_data.z_near = 0.0;
+ render_data.z_far = cm.get_z_far();
+
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(fb_size), true, Color(), false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, fb_size.width, fb_size.height);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_SCISSOR_TEST);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ glColorMask(0, 0, 0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, 31, false);
+
+ _render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+
+ glColorMask(1, 1, 1, 1);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
@@ -2357,7 +2555,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
- global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
+ global_defines += "\n#define MAX_FORWARD_LIGHTS uint(" + itos(config->max_lights_per_object) + ")\n";
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
@@ -2397,7 +2595,6 @@ void fragment() {
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
material_storage->shaders.sky_shader.initialize(global_defines);
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
- material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
}
{
@@ -2405,7 +2602,6 @@ void fragment() {
global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n";
material_storage->shaders.cubemap_filter_shader.initialize(global_defines);
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT);
}
{
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index d11dc14080..6e1f1babf8 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 {
@@ -84,21 +85,13 @@ enum SkyUniformLocation {
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
-enum {
- SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
- SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
- SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
- SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
- SPEC_CONSTANT_DISABLE_FOG = 4,
-};
-
struct RenderDataGLES3 {
Ref<RenderSceneBuffersGLES3> render_buffers;
bool transparent_bg = false;
- Transform3D cam_transform = Transform3D();
- Transform3D inv_cam_transform = Transform3D();
- Projection cam_projection = Projection();
+ Transform3D cam_transform;
+ Transform3D inv_cam_transform;
+ Projection cam_projection;
bool cam_orthogonal = false;
// For stereo rendering
@@ -112,13 +105,12 @@ struct RenderDataGLES3 {
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
- RID environment = RID();
- RID camera_attributes = RID();
- RID reflection_probe = RID();
+ RID environment;
+ RID camera_attributes;
+ RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane = Plane();
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
@@ -344,6 +336,13 @@ 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;
@@ -354,6 +353,8 @@ 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..1dcd17ea0e 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -92,7 +92,7 @@ void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
}
}
-void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
+void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
name = p_name;
if (p_vertex_code) {
@@ -118,6 +118,8 @@ void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code,
}
variant_defines = p_variants;
variant_count = p_variant_count;
+ feedbacks = p_feedback;
+ feedback_count = p_feedback_count;
StringBuilder tohash;
/*
@@ -142,7 +144,7 @@ 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 +173,24 @@ 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 +200,9 @@ 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 +245,7 @@ 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 +293,7 @@ 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();
@@ -320,9 +341,21 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
glAttachShader(spec.id, spec.frag_id);
glAttachShader(spec.id, spec.vert_id);
- //for (int i = 0; i < attribute_pair_count; i++) {
- // glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
- //}
+ // If feedback exists, set it up.
+
+ if (feedback_count) {
+ Vector<const char *> feedback;
+ for (int i = 0; i < feedback_count; i++) {
+ if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
+ // Specialization for this feedback is enabled
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
+ }
+ }
glLinkProgram(spec.id);
@@ -413,7 +446,7 @@ 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 +458,7 @@ 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..83b950ef45 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -70,15 +70,20 @@ protected:
bool default_value = false;
};
+ struct Feedback {
+ const char *name;
+ uint64_t specialization;
+ };
+
private:
//versions
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 +158,7 @@ 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);
@@ -165,6 +170,8 @@ private:
int uniform_count = 0;
const UBOPair *ubo_pairs = nullptr;
int ubo_count = 0;
+ const Feedback *feedbacks;
+ int feedback_count = 0;
const TexUnitPair *texunit_pairs = nullptr;
int texunit_pair_count = 0;
int specialization_count = 0;
@@ -178,13 +185,13 @@ private:
protected:
ShaderGLES3();
- void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
+ void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
- _FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
- ERR_FAIL_INDEX(p_variant, variant_count);
+ _FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX_V(p_variant, variant_count, false);
Version *version = version_owner.get_or_null(p_version);
- ERR_FAIL_COND(!version);
+ ERR_FAIL_COND_V(!version, false);
if (version->variants.size() == 0) {
_initialize_version(version); //may lack initialization
@@ -208,11 +215,14 @@ 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 false;
+ }
glUseProgram(spec->id);
current_shader = spec;
+ return true;
}
_FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 83ffe8b1e1..34713e7e29 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -17,3 +17,8 @@ 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")
+ env.GLES3_GLSL("particles.glsl")
+ env.GLES3_GLSL("particles_copy.glsl")
+ env.GLES3_GLSL("skeleton.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a177112476..60139de472 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]
@@ -18,9 +19,6 @@ layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
-layout(location = 10) in uvec4 bone_attrib;
-layout(location = 11) in vec4 weight_attrib;
-
#ifdef USE_INSTANCING
layout(location = 1) in highp vec4 instance_xform0;
@@ -80,8 +78,6 @@ void main() {
uv = draw_data[draw_data_instance].uv_c;
color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba));
}
- uvec4 bones = uvec4(0, 0, 0, 0);
- vec4 bone_weights = vec4(0.0);
#elif defined(USE_ATTRIBUTES)
draw_data_instance = gl_InstanceID;
@@ -92,9 +88,6 @@ void main() {
vec4 color = color_attrib * draw_data[draw_data_instance].modulation;
vec2 uv = uv_attrib;
- uvec4 bones = bone_attrib;
- vec4 bone_weights = weight_attrib;
-
#ifdef USE_INSTANCING
vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
color *= instance_color;
@@ -109,7 +102,6 @@ void main() {
vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
vec4 color = draw_data[draw_data_instance].modulation;
vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0)));
- uvec4 bones = uvec4(0, 0, 0, 0);
#endif
@@ -152,48 +144,6 @@ void main() {
uv += 1e-5;
}
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
@@ -211,8 +161,10 @@ void main() {
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
-//uniform sampler2D atlas_texture; //texunit:-2
-//uniform sampler2D shadow_atlas_texture; //texunit:-3
+#ifndef DISABLE_LIGHTING
+uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D shadow_atlas_texture; //texunit:-3
+#endif // DISABLE_LIGHTING
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -244,6 +196,170 @@ layout(std140) uniform MaterialUniforms{
#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
+
+vec4 light_compute(
+ vec3 light_vertex,
+ vec3 light_position,
+ vec3 normal,
+ vec4 light_color,
+ float light_energy,
+ vec4 specular_shininess,
+ inout vec4 shadow_modulate,
+ vec2 screen_uv,
+ vec2 uv,
+ vec4 color, bool is_directional) {
+ vec4 light = vec4(0.0);
+ vec3 light_direction = vec3(0.0);
+
+ if (is_directional) {
+ light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
+ light_position = vec3(0.0);
+ } else {
+ light_direction = normalize(light_position - light_vertex);
+ }
+
+#CODE : LIGHT
+
+ return light;
+}
+
+#endif
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+#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;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
+
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
@@ -353,7 +469,8 @@ void main() {
color *= texture(color_texture, uv);
}
- bool using_light = false;
+ uint light_count = (draw_data[draw_data_instance].flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
+ bool using_light = light_count > 0u || directional_light_count > 0u;
vec3 normal;
@@ -414,11 +531,158 @@ void main() {
#endif
}
+ if (normal_used) {
+ //convert by item transform
+ normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
+ //convert by canvas transform
+ normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
+ }
+
+ vec4 base_color = color;
+
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#else
color *= canvas_modulation;
#endif
+#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ // Directional Lights
+
+ for (uint i = 0u; i < directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array[light_base].position;
+ vec4 light_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#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);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) {
+ if (i >= light_count) {
+ break;
+ }
+ uint light_base;
+ if (i < 8u) {
+ if (i < 4u) {
+ light_base = draw_data[draw_data_instance].lights[0];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[1];
+ }
+ } else {
+ if (i < 12u) {
+ light_base = draw_data[draw_data_instance].lights[2];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[3];
+ }
+ }
+ light_base >>= (i & 3u) * 8u;
+ light_base &= uint(0xFF);
+
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_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 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
+ vec4 light_base_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height);
+
+ light_color.rgb *= light_base_color.rgb;
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
+#else
+
+ light_color.rgb *= light_base_color.rgb * light_base_color.a;
+
+ if (normal_used) {
+ vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height);
+ vec3 pos = light_vertex;
+ vec3 light_vec = normalize(light_pos - pos);
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#endif
+ if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
+ //if outside the light texture, light color is zero
+ 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
+
frag_color = color;
}
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/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index 6b65e09cbf..dd5ebecb1a 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -82,6 +82,7 @@ layout(std140) uniform CanvasData { //ubo:0
uint pad2;
};
+#ifndef DISABLE_LIGHTING
#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
@@ -94,6 +95,27 @@ layout(std140) uniform CanvasData { //ubo:0
#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
+struct Light {
+ mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
+ vec4 color;
+
+ uint shadow_color; // packed
+ uint flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
+};
+
+layout(std140) uniform LightData { //ubo:2
+ Light light_array[MAX_LIGHTS];
+};
+#endif // DISABLE_LIGHTING
layout(std140) uniform DrawDataInstances { //ubo:3
DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index ca2fc7e36d..796ba79c2e 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -2,7 +2,7 @@
#[modes]
mode_default = #define MODE_SIMPLE_COPY
-mode_copy_section = #define USE_COPY_SECTION
+mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
@@ -25,8 +25,7 @@ void main() {
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#ifdef USE_COPY_SECTION
- gl_Position.xy = (copy_section.xy + (uv_interp.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
- uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+ gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
}
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 88464876f1..6fcb23204d 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -31,7 +31,7 @@ uniform samplerCube source_cube; //texunit:0
uniform int face_id;
#ifndef MODE_DIRECT_WRITE
-uniform int sample_count;
+uniform uint sample_count;
uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT];
uniform float weight;
#endif
@@ -105,7 +105,7 @@ void main() {
T[1] = cross(N, T[0]);
T[2] = N;
- for (int sample_num = 0; sample_num < sample_count; sample_num++) {
+ for (uint sample_num = 0u; sample_num < sample_count; sample_num++) {
vec4 sample_direction_mip = sample_directions_mip[sample_num];
vec3 L = T * sample_direction_mip.xyz;
vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
new file mode 100644
index 0000000000..f8741a22ab
--- /dev/null
+++ b/drivers/gles3/shaders/particles.glsl
@@ -0,0 +1,501 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+USERDATA1_USED = false
+USERDATA2_USED = false
+USERDATA3_USED = false
+USERDATA4_USED = false
+USERDATA5_USED = false
+USERDATA6_USED = false
+
+#[vertex]
+
+#define SDF_MAX_LENGTH 16384.0
+
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
+};
+
+// This needs to be outside clang-format so the ubo comment is in the right place
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{ //ubo:2
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+
+/* clang-format on */
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE uint(0)
+#define ATTRACTOR_TYPE_BOX uint(1)
+#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2)
+
+struct Attractor {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE uint(0)
+#define COLLIDER_TYPE_BOX uint(1)
+#define COLLIDER_TYPE_SDF uint(2)
+#define COLLIDER_TYPE_HEIGHT_FIELD uint(3)
+#define COLLIDER_TYPE_2D_SDF uint(4)
+
+struct Collider {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float scale;
+ float pad0;
+ float pad1;
+};
+
+layout(std140) uniform FrameData { //ubo:0
+ bool emitting;
+ uint cycle;
+ float system_phase;
+ float prev_system_phase;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ float particle_size;
+ float pad0;
+ float pad1;
+ float pad2;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ uint frame;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+#define PARTICLE_FRAME_MASK uint(0xFFFF)
+#define PARTICLE_FRAME_SHIFT uint(16)
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+#ifdef USERDATA1_USED
+layout(location = 6) in highp vec4 userdata1;
+#endif
+#ifdef USERDATA2_USED
+layout(location = 7) in highp vec4 userdata2;
+#endif
+#ifdef USERDATA3_USED
+layout(location = 8) in highp vec4 userdata3;
+#endif
+#ifdef USERDATA4_USED
+layout(location = 9) in highp vec4 userdata4;
+#endif
+#ifdef USERDATA5_USED
+layout(location = 10) in highp vec4 userdata5;
+#endif
+#ifdef USERDATA6_USED
+layout(location = 11) in highp vec4 userdata6;
+#endif
+
+out highp vec4 out_color; //tfb:
+out highp vec4 out_velocity_flags; //tfb:
+out highp vec4 out_custom; //tfb:
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+#ifdef USERDATA1_USED
+out highp vec4 out_userdata1; //tfb:USERDATA1_USED
+#endif
+#ifdef USERDATA2_USED
+out highp vec4 out_userdata2; //tfb:USERDATA2_USED
+#endif
+#ifdef USERDATA3_USED
+out highp vec4 out_userdata3; //tfb:USERDATA3_USED
+#endif
+#ifdef USERDATA4_USED
+out highp vec4 out_userdata4; //tfb:USERDATA4_USED
+#endif
+#ifdef USERDATA5_USED
+out highp vec4 out_userdata5; //tfb:USERDATA5_USED
+#endif
+#ifdef USERDATA6_USED
+out highp vec4 out_userdata6; //tfb:USERDATA6_USED
+#endif
+
+uniform sampler2D height_field_texture; //texunit:0
+
+uniform float lifetime;
+uniform bool clear;
+uniform uint total_particles;
+uniform bool use_fractional_delta;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+vec3 safe_normalize(vec3 direction) {
+ const float EPSILON = 0.001;
+ if (length(direction) < EPSILON) {
+ return vec3(0.0);
+ }
+ return normalize(direction);
+}
+
+// Needed whenever 2D sdf texture is read from as it is packed in RGBA8.
+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;
+}
+
+#GLOBALS
+
+void main() {
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ mat4 xform = mat4(1.0);
+ uint flags = 0u;
+
+ if (clear) {
+ out_color = vec4(1.0);
+ out_custom = vec4(0.0);
+ out_velocity_flags = vec4(0.0);
+ } else {
+ out_color = color;
+ out_velocity_flags = velocity_flags;
+ out_custom = custom;
+ xform[0] = xform_1;
+ xform[1] = xform_2;
+#ifdef MODE_3D
+ xform[2] = xform_3;
+#endif
+ xform = transpose(xform);
+ flags = floatBitsToUint(velocity_flags.w);
+ }
+
+ //clear started flag if set
+ flags &= ~PARTICLE_FLAG_STARTED;
+
+ bool collided = false;
+ vec3 collision_normal = vec3(0.0);
+ float collision_depth = 0.0;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (bool(flags & PARTICLE_FLAG_ACTIVE)) {
+ xform[3].xyz += out_velocity_flags.xyz * local_delta;
+ }
+#endif
+ uint index = uint(gl_VertexID);
+ if (emitting) {
+ float restart_phase = float(index) / float(total_particles);
+
+ if (randomness > 0.0) {
+ uint seed = cycle;
+ if (restart_phase >= system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(total_particles);
+ seed += index;
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += randomness * random * 1.0 / float(total_particles);
+ }
+
+ restart_phase *= (1.0 - explosiveness);
+
+ if (system_phase > prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+
+ } else if (delta > 0.0) {
+ if (restart_phase >= prev_system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + system_phase) * lifetime;
+ }
+
+ } else if (restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+ }
+
+ if (restart) {
+ flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE);
+
+ uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index;
+
+ if (restart && particle_active) {
+#CODE : START
+ }
+
+ if (particle_active) {
+ for (uint i = 0u; i < attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(attractors[i].transform);
+
+ switch (attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = safe_normalize(rel_vec);
+ float d = length(local_pos) / attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = safe_normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ } break;
+ }
+ amount = pow(amount, attractors[i].attenuation);
+ dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
+ attractor_force -= amount * dir * attractors[i].strength;
+ }
+
+ float particle_size = particle_size;
+
+#ifdef USE_COLLISION_SCALE
+
+ particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) {
+ //2D collision
+
+ vec2 pos = xform[3].xy;
+ vec4 to_sdf_x = colliders[0].transform[0];
+ vec4 to_sdf_y = colliders[0].transform[1];
+ vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
+
+ vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale);
+
+ vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
+
+ if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
+ vec2 pos2 = pos + vec2(0, particle_size);
+ vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
+ float sdf_particle_size = distance(sdf_pos, sdf_pos2);
+
+ float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
+
+ d -= sdf_particle_size;
+
+ if (d < 0.0) {
+ const float EPSILON = 0.001;
+ vec2 n = normalize(vec2(
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
+
+ collided = true;
+ sdf_pos2 = sdf_pos + n * d;
+ pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3]));
+
+ n = pos - pos2;
+
+ collision_normal = normalize(vec3(n, 0.0));
+ collision_depth = length(n);
+ }
+ }
+
+ } else {
+ for (uint i = 0u; i < collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(colliders[i].transform);
+
+ switch (colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, colliders[i].extents.xyz);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = colliders[i].extents.xyz - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+ }
+
+ if (particle_active) {
+#CODE : PROCESS
+ }
+
+ flags &= ~PARTICLE_FLAG_ACTIVE;
+ if (particle_active) {
+ flags |= PARTICLE_FLAG_ACTIVE;
+ }
+
+ xform = transpose(xform);
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+#ifdef MODE_3D
+ out_xform_3 = xform[2];
+#endif
+ out_velocity_flags.w = uintBitsToFloat(flags);
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/particles_copy.glsl b/drivers/gles3/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..f273cb7b64
--- /dev/null
+++ b/drivers/gles3/shaders/particles_copy.glsl
@@ -0,0 +1,122 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+
+#[vertex]
+
+#include "stdlib_inc.glsl"
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+
+/* clang-format on */
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+flat out highp uvec4 instance_color_custom_data; //tfb:
+
+uniform lowp vec3 sort_direction;
+uniform highp float frame_remainder;
+
+uniform highp vec3 align_up;
+uniform highp uint align_mode;
+
+uniform highp mat4 inv_emission_transform;
+
+#define TRANSFORM_ALIGN_DISABLED uint(0)
+#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1)
+#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2)
+#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3)
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+
+void main() {
+ mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible.
+ if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) {
+#ifdef MODE_3D
+ txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0)));
+#else
+ txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
+#endif
+
+ switch (align_mode) {
+ case TRANSFORM_ALIGN_DISABLED: {
+ } break; //nothing
+ case TRANSFORM_ALIGN_Z_BILLBOARD: {
+ mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
+ local = local * mat3(txform);
+ txform[0].xyz = local[0];
+ txform[1].xyz = local[1];
+ txform[2].xyz = local[2];
+
+ } break;
+ case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
+ vec3 v = velocity_flags.xyz;
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+ if (length(v) > 0.0) {
+ txform[1].xyz = normalize(v);
+ } else {
+ txform[1].xyz = normalize(txform[1].xyz);
+ }
+
+ txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
+ txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
+ txform[0].xyz *= s;
+ txform[1].xyz *= s;
+ } break;
+ case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
+ vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+
+ if (length(sv) == 0.0) {
+ sv = align_up;
+ }
+
+ sv = normalize(sv);
+
+ txform[0].xyz = normalize(cross(sv, sort_direction)) * s;
+ txform[1].xyz = sv * s;
+ txform[2].xyz = sort_direction * s;
+
+ } break;
+ }
+
+ txform[3].xyz += velocity_flags.xyz * frame_remainder;
+
+#ifndef MODE_3D
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = inv_emission_transform * txform;
+#endif
+
+ txform = transpose(txform);
+ }
+
+ instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw));
+ out_xform_1 = txform[0];
+ out_xform_2 = txform[1];
+#ifdef MODE_3D
+ out_xform_3 = txform[2];
+#endif
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index efd6036ba9..adb4562750 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]
@@ -101,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
#ifdef USE_INSTANCING
@@ -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
@@ -187,7 +197,7 @@ out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -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
@@ -351,7 +366,9 @@ void main() {
#endif
#endif
+#ifndef MODE_RENDER_DEPTH
#include "tonemap_inc.glsl"
+#endif
#include "stdlib_inc.glsl"
/* texture unit usage, N is max_texture_unity-N
@@ -413,7 +430,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
/* Material Uniforms */
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -463,6 +480,15 @@ 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
@@ -511,7 +537,7 @@ layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
+uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
@@ -521,7 +547,7 @@ layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
+uniform uint spot_light_count;
#endif
#ifdef USE_ADDITIVE_LIGHTING
@@ -530,8 +556,13 @@ 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 +915,12 @@ 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
+ highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1064,7 +1100,7 @@ void main() {
ref_vec = mix(ref_vec, normal, roughness * roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
+ specular_light = textureLod(radiance_map, ref_vec, sqrt(roughness) * RADIANCE_MAX_LOD).rgb;
specular_light = srgb_to_linear(specular_light);
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
@@ -1096,9 +1132,15 @@ 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);
@@ -1120,7 +1162,7 @@ void main() {
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
#endif
}
@@ -1149,7 +1191,7 @@ void main() {
#endif //!DISABLE_LIGHT_DIRECTIONAL
#ifndef DISABLE_LIGHT_OMNI
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= omni_light_count) {
break;
}
@@ -1172,7 +1214,7 @@ void main() {
#endif // !DISABLE_LIGHT_OMNI
#ifndef DISABLE_LIGHT_SPOT
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= spot_light_count) {
break;
}
diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl
new file mode 100644
index 0000000000..a1e3c098f4
--- /dev/null
+++ b/drivers/gles3/shaders/skeleton.glsl
@@ -0,0 +1,269 @@
+/* clang-format off */
+#[modes]
+
+mode_base_pass =
+mode_blend_pass = #define MODE_BLEND_PASS
+
+#[specializations]
+
+MODE_2D = true
+USE_BLEND_SHAPES = false
+USE_SKELETON = false
+USE_NORMAL = false
+USE_TANGENT = false
+FINAL_PASS = false
+USE_EIGHT_WEIGHTS = false
+
+#[vertex]
+
+#include "stdlib_inc.glsl"
+
+#ifdef MODE_2D
+#define VFORMAT vec2
+#else
+#define VFORMAT vec3
+#endif
+
+#ifdef FINAL_PASS
+#define OFORMAT vec2
+#else
+#define OFORMAT uvec2
+#endif
+
+// These come from the source mesh and the output from previous passes.
+layout(location = 0) in highp VFORMAT in_vertex;
+#ifdef MODE_BLEND_PASS
+#ifdef USE_NORMAL
+layout(location = 1) in highp uvec2 in_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 2) in highp uvec2 in_tangent;
+#endif
+#else // MODE_BLEND_PASS
+#ifdef USE_NORMAL
+layout(location = 1) in highp vec2 in_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 2) in highp vec2 in_tangent;
+#endif
+#endif // MODE_BLEND_PASS
+
+#ifdef USE_SKELETON
+#ifdef USE_EIGHT_WEIGHTS
+layout(location = 10) in highp uvec4 in_bone_attrib;
+layout(location = 11) in highp uvec4 in_bone_attrib2;
+layout(location = 12) in mediump vec4 in_weight_attrib;
+layout(location = 13) in mediump vec4 in_weight_attrib2;
+#else
+layout(location = 10) in highp uvec4 in_bone_attrib;
+layout(location = 11) in mediump vec4 in_weight_attrib;
+#endif
+
+uniform mediump sampler2D skeleton_texture; // texunit:0
+#endif
+
+/* clang-format on */
+#ifdef MODE_BLEND_PASS
+layout(location = 3) in highp VFORMAT blend_vertex;
+#ifdef USE_NORMAL
+layout(location = 4) in highp vec2 blend_normal;
+#endif
+#ifdef USE_TANGENT
+layout(location = 5) in highp vec2 blend_tangent;
+#endif
+#endif // MODE_BLEND_PASS
+
+out highp VFORMAT out_vertex; //tfb:
+
+#ifdef USE_NORMAL
+flat out highp OFORMAT out_normal; //tfb:USE_NORMAL
+#endif
+#ifdef USE_TANGENT
+flat out highp OFORMAT out_tangent; //tfb:USE_TANGENT
+#endif
+
+#ifdef USE_BLEND_SHAPES
+uniform highp float blend_weight;
+uniform lowp float blend_shape_count;
+#endif
+
+vec2 signNotZero(vec2 v) {
+ return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
+}
+
+vec3 oct_to_vec3(vec2 oct) {
+ oct = oct * 2.0 - 1.0;
+ vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
+ if (v.z < 0.0) {
+ v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
+ }
+ return normalize(v);
+}
+
+vec2 vec3_to_oct(vec3 e) {
+ e /= abs(e.x) + abs(e.y) + abs(e.z);
+ vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
+ return oct * 0.5f + 0.5f;
+}
+
+vec4 oct_to_tang(vec2 oct_sign_encoded) {
+ // Binormal sign encoded in y component
+ vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
+ return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
+}
+
+vec2 tang_to_oct(vec4 base) {
+ vec2 oct = vec3_to_oct(base.xyz);
+ // Encode binormal sign in y component
+ oct.y = oct.y * 0.5f + 0.5f;
+ oct.y = base.w >= 0.0f ? oct.y : 1.0 - oct.y;
+ return oct;
+}
+
+// Our original input for normals and tangents is 2 16-bit floats.
+// Transform Feedback has to write out 32-bits per channel.
+// Octahedral compression requires normalized vectors, but we need to store
+// non-normalized vectors until the very end.
+// Therefore, we will compress our normals into 16 bits using signed-normalized
+// fixed point precision. This works well, because we know that each normal
+// is no larger than |1| so we can normalize by dividing by the number of blend
+// shapes.
+uvec2 vec4_to_vec2(vec4 p_vec) {
+ return uvec2(packSnorm2x16(p_vec.xy), packSnorm2x16(p_vec.zw));
+}
+
+vec4 vec2_to_vec4(uvec2 p_vec) {
+ return vec4(unpackSnorm2x16(p_vec.x), unpackSnorm2x16(p_vec.y));
+}
+
+void main() {
+#ifdef MODE_2D
+ out_vertex = in_vertex;
+
+#ifdef USE_BLEND_SHAPES
+#ifdef MODE_BLEND_PASS
+ out_vertex = in_vertex + blend_vertex * blend_weight;
+#else
+ out_vertex = in_vertex * blend_weight;
+#endif
+#ifdef FINAL_PASS
+ out_vertex = normalize(out_vertex);
+#endif
+#endif // USE_BLEND_SHAPES
+
+#ifdef USE_SKELETON
+
+#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0)
+#define GET_BONE_MATRIX(a, b, w) mat2x4(TEX(a), TEX(b)) * w
+
+ uvec4 bones = in_bone_attrib * uvec4(2u);
+ uvec4 bones_a = bones + uvec4(1u);
+
+ highp mat2x4 m = GET_BONE_MATRIX(bones.x, bones_a.x, in_weight_attrib.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, in_weight_attrib.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w);
+
+ mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+ //reverse order because its transposed
+ out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy;
+#endif // USE_SKELETON
+
+#else // MODE_2D
+
+#ifdef USE_BLEND_SHAPES
+#ifdef MODE_BLEND_PASS
+ out_vertex = in_vertex + blend_vertex * blend_weight;
+
+#ifdef USE_NORMAL
+ vec3 normal = vec2_to_vec4(in_normal).xyz * blend_shape_count;
+ vec3 normal_blend = oct_to_vec3(blend_normal) * blend_weight;
+#ifdef FINAL_PASS
+ out_normal = vec3_to_oct(normalize(normal + normal_blend));
+#else
+ out_normal = vec4_to_vec2(vec4(normal + normal_blend, 0.0) / blend_shape_count);
+#endif
+#endif // USE_NORMAL
+
+#ifdef USE_TANGENT
+ vec4 tangent = vec2_to_vec4(in_tangent) * blend_shape_count;
+ vec4 tangent_blend = oct_to_tang(blend_tangent) * blend_weight;
+#ifdef FINAL_PASS
+ out_tangent = tang_to_oct(vec4(normalize(tangent.xyz + tangent_blend.xyz), tangent.w));
+#else
+ out_tangent = vec4_to_vec2(vec4((tangent.xyz + tangent_blend.xyz) / blend_shape_count, tangent.w));
+#endif
+#endif // USE_TANGENT
+
+#else // MODE_BLEND_PASS
+ out_vertex = in_vertex * blend_weight;
+
+#ifdef USE_NORMAL
+ vec3 normal = oct_to_vec3(in_normal);
+ out_normal = vec4_to_vec2(vec4(normal * blend_weight / blend_shape_count, 0.0));
+#endif
+#ifdef USE_TANGENT
+ vec4 tangent = oct_to_tang(in_tangent);
+ out_tangent = vec4_to_vec2(vec4(tangent.rgb * blend_weight / blend_shape_count, tangent.w));
+#endif
+#endif // MODE_BLEND_PASS
+#else // USE_BLEND_SHAPES
+
+ // Make attributes available to the skeleton shader if not written by blend shapes.
+ out_vertex = in_vertex;
+#ifdef USE_NORMAL
+ out_normal = in_normal;
+#endif
+#ifdef USE_TANGENT
+ out_tangent = in_tangent;
+#endif
+#endif // USE_BLEND_SHAPES
+
+#ifdef USE_SKELETON
+
+#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0)
+#define GET_BONE_MATRIX(a, b, c, w) mat4(TEX(a), TEX(b), TEX(c), vec4(0.0, 0.0, 0.0, 1.0)) * w
+
+ uvec4 bones = in_bone_attrib * uvec4(3);
+ uvec4 bones_a = bones + uvec4(1);
+ uvec4 bones_b = bones + uvec4(2);
+
+ highp mat4 m;
+ m = GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib.w);
+
+#ifdef USE_EIGHT_WEIGHTS
+ bones = in_bone_attrib2 * uvec4(3);
+ bones_a = bones + uvec4(1);
+ bones_b = bones + uvec4(2);
+
+ m += GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib2.x);
+ m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib2.y);
+ m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib2.z);
+ m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib2.w);
+#endif
+
+ // Reverse order because its transposed.
+ out_vertex = (vec4(out_vertex, 1.0) * m).xyz;
+#ifdef USE_NORMAL
+ vec3 vertex_normal = oct_to_vec3(out_normal);
+ out_normal = vec3_to_oct(normalize((vec4(vertex_normal, 0.0) * m).xyz));
+#endif // USE_NORMAL
+#ifdef USE_TANGENT
+ vec4 vertex_tangent = oct_to_tang(out_tangent);
+ out_tangent = tang_to_oct(vec4(normalize((vec4(vertex_tangent.xyz, 0.0) * m).xyz), vertex_tangent.w));
+#endif // USE_TANGENT
+#endif // USE_SKELETON
+#endif // MODE_2D
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl
index d5051760d7..d819940b1d 100644
--- a/drivers/gles3/shaders/stdlib_inc.glsl
+++ b/drivers/gles3/shaders/stdlib_inc.glsl
@@ -38,7 +38,6 @@ vec2 unpackSnorm2x16(uint p) {
vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16)));
return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0));
}
-#endif
uint packUnorm4x8(vec4 v) {
uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
@@ -58,3 +57,5 @@ vec4 unpackSnorm4x8(uint p) {
vec4 v = vec4(float(p & uint(0xff)), float((p >> uint(8)) & uint(0xff)), float((p >> uint(16)) & uint(0xff)), float(p >> uint(24)));
return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0));
}
+
+#endif
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 8e6009c943..d413c2b00e 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -34,6 +34,7 @@
#include "config.h"
#include "material_storage.h"
+#include "particles_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
@@ -89,7 +90,7 @@ _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 +117,7 @@ _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 +146,7 @@ _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 +729,7 @@ _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;
@@ -897,7 +898,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_VEC3:
+ case ShaderLanguage::TYPE_VEC3: {
+ memset(data, 0, 12 * p_array_size);
+ } break;
case ShaderLanguage::TYPE_BVEC4:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4:
@@ -1340,13 +1343,13 @@ MaterialStorage::MaterialStorage() {
shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
- shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
shader_data_request_func[RS::SHADER_FOG] = nullptr;
material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
- material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;
material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
material_data_request_func[RS::SHADER_FOG] = nullptr;
@@ -1611,32 +1614,32 @@ MaterialStorage::MaterialStorage() {
{
// Setup Particles compiler
- /*
-ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["COLOR"] = "PARTICLE.color";
- actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "out_color";
+ actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
//actions.renames["MASS"] = "mass"; ?
actions.renames["ACTIVE"] = "particle_active";
actions.renames["RESTART"] = "restart";
- actions.renames["CUSTOM"] = "PARTICLE.custom";
- for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ actions.renames["CUSTOM"] = "out_custom";
+ for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
String udname = "USERDATA" + itos(i + 1);
- actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.renames[udname] = "out_userdata" + itos(i + 1);
actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
}
- actions.renames["TRANSFORM"] = "PARTICLE.xform";
- actions.renames["TIME"] = "frame_history.data[0].time";
+ actions.renames["TRANSFORM"] = "xform";
+ actions.renames["TIME"] = "time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["LIFETIME"] = "lifetime";
actions.renames["DELTA"] = "local_delta";
actions.renames["NUMBER"] = "particle_number";
actions.renames["INDEX"] = "index";
//actions.renames["GRAVITY"] = "current_gravity";
- actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
- actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["EMISSION_TRANSFORM"] = "emission_transform";
+ actions.renames["RANDOM_SEED"] = "random_seed";
actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
@@ -1658,18 +1661,10 @@ ShaderCompiler::DefaultIdentifierActions actions;
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 3;
- actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
-
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_shader_uniforms.data";
- particles_shader.compiler.initialize(actions);
- */
+ shaders.compiler_particles.initialize(actions);
}
{
@@ -2212,7 +2207,7 @@ 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"));
@@ -2312,7 +2307,7 @@ 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
}
@@ -2322,7 +2317,9 @@ 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
@@ -2348,9 +2345,24 @@ 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;
@@ -2451,8 +2463,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
RS::ShaderMode new_mode;
if (mode_string == "canvas_item") {
new_mode = RS::SHADER_CANVAS_ITEM;
- //} else if (mode_string == "particles") {
- // new_mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "particles") {
+ new_mode = RS::SHADER_PARTICLES;
} else if (mode_string == "spatial") {
new_mode = RS::SHADER_SPATIAL;
} else if (mode_string == "sky") {
@@ -2523,6 +2535,9 @@ void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
ERR_FAIL_COND(!shader);
shader->path_hint = p_path;
+ if (shader->data) {
+ shader->data->set_path_hint(p_path);
+ }
}
String MaterialStorage::shader_get_code(RID p_shader) const {
@@ -2790,6 +2805,10 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
/* Canvas Shader Data */
+void CanvasShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void CanvasShaderData::set_code(const String &p_code) {
// compile the shader
@@ -2988,7 +3007,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
}
void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
void CanvasMaterialData::bind_uniforms() {
@@ -3024,6 +3043,10 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
+void SkyShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SkyShaderData::set_code(const String &p_code) {
//compile
@@ -3232,7 +3255,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() {
void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
SkyMaterialData::~SkyMaterialData() {
@@ -3267,6 +3290,10 @@ void SkyMaterialData::bind_uniforms() {
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
+void SceneShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderData::set_code(const String &p_code) {
//compile
@@ -3339,6 +3366,9 @@ void SceneShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
+ // Use alpha clip pipeline for alpha hash/dither.
+ // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
+ actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -3399,6 +3429,8 @@ void SceneShaderData::set_code(const String &p_code) {
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -3519,11 +3551,15 @@ bool SceneShaderData::is_parameter_texture(const StringName &p_param) const {
}
bool SceneShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
@@ -3564,7 +3600,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) {
}
void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
SceneMaterialData::~SceneMaterialData() {
@@ -3597,4 +3633,209 @@ void SceneMaterialData::bind_uniforms() {
}
}
+/* Particles SHADER */
+
+void ParticlesShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void ParticlesShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_collision = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
+
+ actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
+
+ userdata_count = 0;
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ userdatas_used[i] = false;
+ actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
+ }
+
+ actions.uniforms = &uniforms;
+
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();
+ }
+
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ if (userdatas_used[i]) {
+ userdata_count++;
+ }
+ }
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
+}
+
+void ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
+}
+
+ParticlesShaderData::~ParticlesShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);
+ }
+}
+
+GLES3::ShaderData *GLES3::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
+
+ParticleProcessMaterialData::~ParticleProcessMaterialData() {
+}
+
+GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {
+ ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
+ material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+void ParticleProcessMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture.
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
+ }
+}
+
#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 6504c7748c..8ae5e5eb9c 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -44,6 +44,7 @@
#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/cubemap_filter.glsl.gen.h"
+#include "../shaders/particles.glsl.gen.h"
#include "../shaders/scene.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"
@@ -53,6 +54,7 @@ namespace GLES3 {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
+ virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
@@ -165,6 +167,7 @@ struct CanvasShaderData : public ShaderData {
bool uses_time = false;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -216,6 +219,7 @@ struct SkyShaderData : public ShaderData {
bool uses_light;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -318,6 +322,8 @@ struct SceneShaderData : public ShaderData {
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
+ bool uses_vertex_time;
+ bool uses_fragment_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
bool uses_tangent;
@@ -337,6 +343,7 @@ struct SceneShaderData : public ShaderData {
uint32_t index = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -368,6 +375,62 @@ struct SceneMaterialData : public MaterialData {
MaterialData *_create_scene_material_func(ShaderData *p_shader);
+/* Particle Shader */
+
+enum {
+ PARTICLES_MAX_USERDATAS = 6
+};
+
+struct ParticlesShaderData : public ShaderData {
+ bool valid = false;
+ RID version;
+ bool uses_collision = false;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
+ uint32_t userdata_count = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_parameter_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ParticlesShaderData() {}
+ virtual ~ParticlesShaderData();
+};
+
+ShaderData *_create_particles_shader_func();
+
+struct ParticleProcessMaterialData : public MaterialData {
+ ParticlesShaderData *shader_data = nullptr;
+ RID uniform_set;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~ParticleProcessMaterialData();
+};
+
+MaterialData *_create_particles_material_func(ShaderData *p_shader);
+
/* Global shader uniform structs */
struct GlobalShaderUniforms {
enum {
@@ -504,6 +567,7 @@ public:
SkyShaderGLES3 sky_shader;
SceneShaderGLES3 scene_shader;
CubemapFilterShaderGLES3 cubemap_filter_shader;
+ ParticlesShaderGLES3 particles_process_shader;
ShaderCompiler compiler_canvas;
ShaderCompiler compiler_scene;
@@ -530,7 +594,7 @@ 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..285f32f1a5 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -44,10 +44,16 @@ MeshStorage *MeshStorage::get_singleton() {
MeshStorage::MeshStorage() {
singleton = this;
+
+ {
+ skeleton_shader.shader.initialize();
+ skeleton_shader.shader_version = skeleton_shader.shader.version_create();
+ }
}
MeshStorage::~MeshStorage() {
singleton = nullptr;
+ skeleton_shader.shader.version_free(skeleton_shader.shader_version);
}
/* MESH API */
@@ -87,7 +93,6 @@ void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
- WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
mesh->blend_shape_count = p_blend_shape_count;
}
@@ -111,7 +116,6 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
uint32_t attrib_stride = 0;
uint32_t skin_stride = 0;
- // TODO: I think this should be <=, but it is copied from RendererRD, will have to verify later
for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
if ((p_surface.format & (1 << i))) {
switch (i) {
@@ -245,8 +249,77 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
- if (mesh->blend_shape_count > 0) {
- //s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
+ if (p_surface.skin_data.size() || mesh->blend_shape_count > 0) {
+ // Size must match the size of the vertex array.
+ int size = p_surface.vertex_data.size();
+ int vertex_size = 0;
+ int stride = 0;
+ int normal_offset = 0;
+ int tangent_offset = 0;
+ if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
+ if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ vertex_size = 2;
+ } else {
+ vertex_size = 3;
+ }
+ stride = sizeof(float) * vertex_size;
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
+ normal_offset = stride;
+ stride += sizeof(uint16_t) * 2;
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
+ tangent_offset = stride;
+ stride += sizeof(uint16_t) * 2;
+ }
+
+ if (mesh->blend_shape_count > 0) {
+ // Blend shapes are passed as one large array, for OpenGL, we need to split each of them into their own buffer
+ s->blend_shapes = memnew_arr(Mesh::Surface::BlendShape, mesh->blend_shape_count);
+
+ for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
+ glGenVertexArrays(1, &s->blend_shapes[i].vertex_array);
+ glBindVertexArray(s->blend_shapes[i].vertex_array);
+ glGenBuffers(1, &s->blend_shapes[i].vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->blend_shapes[i].vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, size, p_surface.blend_shape_data.ptr() + i * size, (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+
+ if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX + 3);
+ glVertexAttribPointer(RS::ARRAY_VERTEX + 3, vertex_size, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
+ glEnableVertexAttribArray(RS::ARRAY_NORMAL + 3);
+ glVertexAttribPointer(RS::ARRAY_NORMAL + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(normal_offset));
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
+ glEnableVertexAttribArray(RS::ARRAY_TANGENT + 3);
+ glVertexAttribPointer(RS::ARRAY_TANGENT + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
+ }
+ }
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ // Create a vertex array to use for skeleton/blend shapes.
+ glGenVertexArrays(1, &s->skeleton_vertex_array);
+ glBindVertexArray(s->skeleton_vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+
+ if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, vertex_size, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
+ glEnableVertexAttribArray(RS::ARRAY_NORMAL);
+ glVertexAttribPointer(RS::ARRAY_NORMAL, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(normal_offset));
+ }
+ if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
+ glEnableVertexAttribArray(RS::ARRAY_TANGENT);
+ glVertexAttribPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
+ }
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (mesh->surface_count == 0) {
@@ -309,12 +382,48 @@ 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) {
@@ -373,7 +482,13 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
}
sd.bone_aabbs = s.bone_aabbs;
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ if (mesh->blend_shape_count) {
+ sd.blend_shape_data = Vector<uint8_t>();
+ for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
+ sd.blend_shape_data.append_array(Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.blend_shapes[i].vertex_buffer, s.vertex_buffer_size));
+ }
+ }
return sd;
}
@@ -569,6 +684,24 @@ void MeshStorage::mesh_clear(RID p_mesh) {
memdelete_arr(s.lods);
}
+ if (mesh->blend_shape_count) {
+ for (uint32_t j = 0; j < mesh->blend_shape_count; j++) {
+ if (s.blend_shapes[j].vertex_buffer != 0) {
+ glDeleteBuffers(1, &s.blend_shapes[j].vertex_buffer);
+ s.blend_shapes[j].vertex_buffer = 0;
+ }
+ if (s.blend_shapes[j].vertex_array != 0) {
+ glDeleteVertexArrays(1, &s.blend_shapes[j].vertex_array);
+ s.blend_shapes[j].vertex_array = 0;
+ }
+ }
+ memdelete_arr(s.blend_shapes);
+ }
+ if (s.skeleton_vertex_array != 0) {
+ glDeleteVertexArrays(1, &s.skeleton_vertex_array);
+ s.skeleton_vertex_array = 0;
+ }
+
memdelete(mesh->surfaces[i]);
}
if (mesh->surfaces) {
@@ -624,15 +757,15 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
case RS::ARRAY_NORMAL: {
attribs[i].offset = vertex_stride;
attribs[i].size = 2;
- attribs[i].type = GL_UNSIGNED_SHORT;
- vertex_stride += sizeof(uint16_t) * 2;
+ attribs[i].type = (mis ? GL_FLOAT : GL_UNSIGNED_SHORT);
+ vertex_stride += sizeof(uint16_t) * 2 * (mis ? 2 : 1);
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_TANGENT: {
attribs[i].offset = vertex_stride;
attribs[i].size = 2;
- attribs[i].type = GL_UNSIGNED_SHORT;
- vertex_stride += sizeof(uint16_t) * 2;
+ attribs[i].type = (mis ? GL_FLOAT : GL_UNSIGNED_SHORT);
+ vertex_stride += sizeof(uint16_t) * 2 * (mis ? 2 : 1);
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_COLOR: {
@@ -677,7 +810,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
attribs[i].offset = skin_stride;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_SHORT;
- attributes_stride += 4 * sizeof(uint16_t);
+ skin_stride += 4 * sizeof(uint16_t);
attribs[i].normalized = GL_FALSE;
attribs[i].integer = true;
} break;
@@ -685,7 +818,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
attribs[i].offset = skin_stride;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_SHORT;
- attributes_stride += 4 * sizeof(uint16_t);
+ skin_stride += 4 * sizeof(uint16_t);
attribs[i].normalized = GL_TRUE;
} break;
}
@@ -776,7 +909,7 @@ void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int
ERR_FAIL_COND(!mi);
ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
mi->blend_weights[p_shape] = p_weight;
- mi->weights_dirty = true;
+ mi->dirty = true;
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
@@ -788,38 +921,65 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
}
memfree(mi->surfaces[i].versions);
}
+
+ if (mi->surfaces[i].vertex_buffers[0] != 0) {
+ glDeleteBuffers(2, mi->surfaces[i].vertex_buffers);
+ mi->surfaces[i].vertex_buffers[0] = 0;
+ mi->surfaces[i].vertex_buffers[1] = 0;
+ }
+
if (mi->surfaces[i].vertex_buffer != 0) {
glDeleteBuffers(1, &mi->surfaces[i].vertex_buffer);
mi->surfaces[i].vertex_buffer = 0;
}
}
mi->surfaces.clear();
-
- if (mi->blend_weights_buffer != 0) {
- glDeleteBuffers(1, &mi->blend_weights_buffer);
- mi->blend_weights_buffer = 0;
- }
mi->blend_weights.clear();
- mi->weights_dirty = false;
mi->skeleton_version = 0;
}
void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
- if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer == 0) {
+ if (mesh->blend_shape_count > 0) {
mi->blend_weights.resize(mesh->blend_shape_count);
for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
- mi->blend_weights[i] = 0;
+ mi->blend_weights[i] = 0.0;
}
- // Todo allocate buffer for blend_weights and copy data to it
- //mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
-
- mi->weights_dirty = true;
}
MeshInstance::Surface s;
- if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
- //surface warrants transform
- //s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+ if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
+ // Cache surface properties
+ s.format_cache = mesh->surfaces[p_surface]->format;
+ if ((s.format_cache & (1 << RS::ARRAY_VERTEX))) {
+ if (s.format_cache & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ s.vertex_size_cache = 2;
+ } else {
+ s.vertex_size_cache = 3;
+ }
+ s.vertex_stride_cache = sizeof(float) * s.vertex_size_cache;
+ }
+ if ((s.format_cache & (1 << RS::ARRAY_NORMAL))) {
+ s.vertex_normal_offset_cache = s.vertex_stride_cache;
+ s.vertex_stride_cache += sizeof(uint32_t) * 2;
+ }
+ if ((s.format_cache & (1 << RS::ARRAY_TANGENT))) {
+ s.vertex_tangent_offset_cache = s.vertex_stride_cache;
+ s.vertex_stride_cache += sizeof(uint32_t) * 2;
+ }
+
+ // Buffer to be used for rendering. Final output of skeleton and blend shapes.
+ glGenBuffers(1, &s.vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, s.vertex_stride_cache * mesh->surfaces[p_surface]->vertex_count, nullptr, GL_DYNAMIC_DRAW);
+ if (mesh->blend_shape_count > 0) {
+ // Ping-Pong buffers for processing blendshapes.
+ glGenBuffers(2, s.vertex_buffers);
+ for (uint32_t i = 0; i < 2; i++) {
+ glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffers[i]);
+ glBufferData(GL_ARRAY_BUFFER, s.vertex_stride_cache * mesh->surfaces[p_surface]->vertex_count, nullptr, GL_DYNAMIC_DRAW);
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
mi->surfaces.push_back(s);
@@ -831,11 +991,6 @@ void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
bool needs_update = mi->dirty;
- if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
- dirty_mesh_instance_weights.add(&mi->weight_update_list);
- needs_update = true;
- }
-
if (mi->array_update_list.in_list()) {
return;
}
@@ -852,22 +1007,223 @@ void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
}
}
-void MeshStorage::update_mesh_instances() {
- while (dirty_mesh_instance_weights.first()) {
- MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) {
+ glBindBuffer(GL_ARRAY_BUFFER, p_mi->surfaces[p_surface].vertex_buffers[0]);
- if (mi->blend_weights_buffer != 0) {
- //RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
- }
- dirty_mesh_instance_weights.remove(&mi->weight_update_list);
- mi->weights_dirty = false;
+ if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_VERTEX))) {
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, p_mi->surfaces[p_surface].vertex_size_cache, GL_FLOAT, GL_FALSE, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(0));
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_VERTEX);
+ }
+ if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_NORMAL))) {
+ glEnableVertexAttribArray(RS::ARRAY_NORMAL);
+ glVertexAttribIPointer(RS::ARRAY_NORMAL, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_normal_offset_cache));
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_NORMAL);
+ }
+ if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_TANGENT))) {
+ glEnableVertexAttribArray(RS::ARRAY_TANGENT);
+ glVertexAttribIPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_tangent_offset_cache));
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_TANGENT);
+ }
+}
+
+void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // Add in the bones and weights.
+ glBindBuffer(GL_ARRAY_BUFFER, p_mi->mesh->surfaces[p_surface]->skin_buffer);
+
+ bool use_8_weights = p_mi->surfaces[p_surface].format_cache & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ int skin_stride = sizeof(int16_t) * (use_8_weights ? 16 : 8);
+ glEnableVertexAttribArray(RS::ARRAY_BONES);
+ glVertexAttribIPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_SHORT, skin_stride, CAST_INT_TO_UCHAR_PTR(0));
+ if (use_8_weights) {
+ glEnableVertexAttribArray(11);
+ glVertexAttribIPointer(11, 4, GL_UNSIGNED_SHORT, skin_stride, CAST_INT_TO_UCHAR_PTR(4 * sizeof(uint16_t)));
+ glEnableVertexAttribArray(12);
+ glVertexAttribPointer(12, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(8 * sizeof(uint16_t)));
+ glEnableVertexAttribArray(13);
+ glVertexAttribPointer(13, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(12 * sizeof(uint16_t)));
+ } else {
+ glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
+ glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(4 * sizeof(uint16_t)));
}
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_mi->surfaces[p_surface].vertex_buffer);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, p_sk->transforms_texture);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, p_mi->mesh->surfaces[p_surface]->vertex_count);
+ glEndTransformFeedback();
+
+ glDisableVertexAttribArray(RS::ARRAY_BONES);
+ glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
+ glDisableVertexAttribArray(RS::ARRAY_BONES + 2);
+ glDisableVertexAttribArray(RS::ARRAY_WEIGHTS + 2);
+ glBindVertexArray(0);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
+}
+
+void MeshStorage::update_mesh_instances() {
if (dirty_mesh_instance_arrays.first() == nullptr) {
return; //nothing to do
}
+ glEnable(GL_RASTERIZER_DISCARD);
// Process skeletons and blend shapes using transform feedback
- // TODO: Implement when working on skeletons and blend shapes
+ while (dirty_mesh_instance_arrays.first()) {
+ MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
+
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+
+ // Precompute base weight if using blend shapes.
+ float base_weight = 1.0;
+ if (mi->mesh->blend_shape_count && mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED) {
+ for (uint32_t i = 0; i < mi->mesh->blend_shape_count; i++) {
+ base_weight -= mi->blend_weights[i];
+ }
+ }
+
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].vertex_buffer == 0 || mi->mesh->surfaces[i]->skeleton_vertex_array == 0) {
+ continue;
+ }
+
+ bool array_is_2d = mi->surfaces[i].format_cache & RS::ARRAY_FLAG_USE_2D_VERTICES;
+ bool can_use_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->surfaces[i].format_cache & RS::ARRAY_FORMAT_BONES);
+ bool use_8_weights = mi->surfaces[i].format_cache & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+
+ // Always process blend shapes first.
+ if (mi->mesh->blend_shape_count) {
+ SkeletonShaderGLES3::ShaderVariant variant = SkeletonShaderGLES3::MODE_BASE_PASS;
+ uint64_t specialization = 0;
+ specialization |= array_is_2d ? SkeletonShaderGLES3::MODE_2D : 0;
+ specialization |= SkeletonShaderGLES3::USE_BLEND_SHAPES;
+ if (!array_is_2d) {
+ if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_NORMAL))) {
+ specialization |= SkeletonShaderGLES3::USE_NORMAL;
+ }
+ if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_TANGENT))) {
+ specialization |= SkeletonShaderGLES3::USE_TANGENT;
+ }
+ }
+
+ bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
+
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, base_weight, skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
+ glEndTransformFeedback();
+
+ variant = SkeletonShaderGLES3::MODE_BLEND_PASS;
+ success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
+
+ //Do the last blend shape separately, as it can be combined with the skeleton pass.
+ for (uint32_t bs = 0; bs < mi->mesh->blend_shape_count - 1; bs++) {
+ float weight = mi->blend_weights[bs];
+
+ if (Math::is_zero_approx(weight)) {
+ //not bother with this one
+ continue;
+ }
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
+
+ glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
+ _blend_shape_bind_mesh_instance_buffer(mi, i);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[1]);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
+ glEndTransformFeedback();
+
+ SWAP(mi->surfaces[i].vertex_buffers[0], mi->surfaces[i].vertex_buffers[1]);
+ }
+ uint32_t bs = mi->mesh->blend_shape_count - 1;
+
+ float weight = mi->blend_weights[bs];
+
+ glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
+ _blend_shape_bind_mesh_instance_buffer(mi, i);
+
+ specialization |= can_use_skeleton ? SkeletonShaderGLES3::USE_SKELETON : 0;
+ specialization |= (can_use_skeleton && use_8_weights) ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
+ specialization |= SkeletonShaderGLES3::FINAL_PASS;
+ success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
+
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
+
+ if (can_use_skeleton) {
+ // Do last blendshape in the same pass as the Skeleton.
+ _compute_skeleton(mi, sk, i);
+ can_use_skeleton = false;
+ } else {
+ // Do last blendshape by itself and prepare vertex data for use by the renderer.
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffer);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
+ glEndTransformFeedback();
+ }
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
+ }
+
+ // This branch should only execute when Skeleton is run by itself.
+ if (can_use_skeleton) {
+ SkeletonShaderGLES3::ShaderVariant variant = SkeletonShaderGLES3::MODE_BASE_PASS;
+ uint64_t specialization = 0;
+ specialization |= array_is_2d ? SkeletonShaderGLES3::MODE_2D : 0;
+ specialization |= SkeletonShaderGLES3::USE_SKELETON;
+ specialization |= SkeletonShaderGLES3::FINAL_PASS;
+ specialization |= use_8_weights ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
+ if (!array_is_2d) {
+ if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_NORMAL))) {
+ specialization |= SkeletonShaderGLES3::USE_NORMAL;
+ }
+ if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_TANGENT))) {
+ specialization |= SkeletonShaderGLES3::USE_TANGENT;
+ }
+ }
+
+ bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
+
+ glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
+ _compute_skeleton(mi, sk, i);
+ }
+ }
+ mi->dirty = false;
+ if (sk) {
+ mi->skeleton_version = sk->version;
+ }
+ dirty_mesh_instance_arrays.remove(&mi->array_update_list);
+ }
+ glDisable(GL_RASTERIZER_DISCARD);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
}
/* MULTIMESH API */
@@ -968,7 +1324,7 @@ 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 +1741,7 @@ 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;
@@ -1538,45 +1894,207 @@ void MeshStorage::_update_dirty_multimeshes() {
/* SKELETON API */
RID MeshStorage::skeleton_allocate() {
- return RID();
+ return skeleton_owner.allocate_rid();
}
void MeshStorage::skeleton_initialize(RID p_rid) {
+ skeleton_owner.initialize_rid(p_rid, Skeleton());
}
void MeshStorage::skeleton_free(RID p_rid) {
+ _update_dirty_skeletons();
+ skeleton_allocate_data(p_rid, 0);
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_rid);
+ skeleton->dependency.deleted_notify(p_rid);
+ skeleton_owner.free(p_rid);
+}
+
+void MeshStorage::_skeleton_make_dirty(Skeleton *skeleton) {
+ if (!skeleton->dirty) {
+ skeleton->dirty = true;
+ skeleton->dirty_list = skeleton_dirty_list;
+ skeleton_dirty_list = skeleton;
+ }
}
void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_COND(p_bones < 0);
+
+ if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
+ return;
+ }
+
+ skeleton->size = p_bones;
+ skeleton->use_2d = p_2d_skeleton;
+ skeleton->height = (p_bones * (p_2d_skeleton ? 2 : 3)) / 256;
+ if ((p_bones * (p_2d_skeleton ? 2 : 3)) % 256) {
+ skeleton->height++;
+ }
+
+ if (skeleton->transforms_texture != 0) {
+ glDeleteTextures(1, &skeleton->transforms_texture);
+ skeleton->transforms_texture = 0;
+ skeleton->data.clear();
+ }
+
+ if (skeleton->size) {
+ skeleton->data.resize(256 * skeleton->height * 4);
+ glGenTextures(1, &skeleton->transforms_texture);
+ glBindTexture(GL_TEXTURE_2D, skeleton->transforms_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, skeleton->height, 0, GL_RGBA, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
+
+ _skeleton_make_dirty(skeleton);
+ }
+
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_DATA);
}
void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_NULL(skeleton);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ skeleton->base_transform_2d = p_base_transform;
}
int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
- return 0;
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, 0);
+
+ return skeleton->size;
}
void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ float *dataptr = skeleton->data.ptrw() + p_bone * 12;
+
+ dataptr[0] = p_transform.basis.rows[0][0];
+ dataptr[1] = p_transform.basis.rows[0][1];
+ dataptr[2] = p_transform.basis.rows[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.rows[1][0];
+ dataptr[5] = p_transform.basis.rows[1][1];
+ dataptr[6] = p_transform.basis.rows[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.rows[2][0];
+ dataptr[9] = p_transform.basis.rows[2][1];
+ dataptr[10] = p_transform.basis.rows[2][2];
+ dataptr[11] = p_transform.origin.z;
+
+ _skeleton_make_dirty(skeleton);
}
Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- return Transform3D();
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton, Transform3D());
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D());
+ ERR_FAIL_COND_V(skeleton->use_2d, Transform3D());
+
+ const float *dataptr = skeleton->data.ptr() + p_bone * 12;
+
+ Transform3D t;
+
+ t.basis.rows[0][0] = dataptr[0];
+ t.basis.rows[0][1] = dataptr[1];
+ t.basis.rows[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.rows[1][0] = dataptr[4];
+ t.basis.rows[1][1] = dataptr[5];
+ t.basis.rows[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.rows[2][0] = dataptr[8];
+ t.basis.rows[2][1] = dataptr[9];
+ t.basis.rows[2][2] = dataptr[10];
+ t.origin.z = dataptr[11];
+
+ return t;
}
void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ float *dataptr = skeleton->data.ptrw() + p_bone * 8;
+
+ dataptr[0] = p_transform.columns[0][0];
+ dataptr[1] = p_transform.columns[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.columns[2][0];
+ dataptr[4] = p_transform.columns[0][1];
+ dataptr[5] = p_transform.columns[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.columns[2][1];
+
+ _skeleton_make_dirty(skeleton);
}
Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- return Transform2D();
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton, Transform2D());
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
+ ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
+
+ const float *dataptr = skeleton->data.ptr() + p_bone * 8;
+
+ Transform2D t;
+ t.columns[0][0] = dataptr[0];
+ t.columns[1][0] = dataptr[1];
+ t.columns[2][0] = dataptr[3];
+ t.columns[0][1] = dataptr[4];
+ t.columns[1][1] = dataptr[5];
+ t.columns[2][1] = dataptr[7];
+
+ return t;
}
-void MeshStorage::skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) {
+void MeshStorage::_update_dirty_skeletons() {
+ while (skeleton_dirty_list) {
+ Skeleton *skeleton = skeleton_dirty_list;
+
+ if (skeleton->size) {
+ glBindTexture(GL_TEXTURE_2D, skeleton->transforms_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, skeleton->height, 0, GL_RGBA, GL_FLOAT, skeleton->data.ptr());
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ skeleton_dirty_list = skeleton->dirty_list;
+
+ skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES);
+
+ skeleton->version++;
+
+ skeleton->dirty = false;
+ skeleton->dirty_list = nullptr;
+ }
+
+ skeleton_dirty_list = nullptr;
}
-/* OCCLUDER */
+void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
-void MeshStorage::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
+ p_instance->update_dependency(&skeleton->dependency);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index 74f5800795..0f30814928 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -33,6 +33,7 @@
#ifdef GLES3_ENABLED
+#include "../shaders/skeleton.glsl.gen.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
@@ -102,7 +103,13 @@ struct Mesh {
Vector<AABB> bone_aabbs;
- GLuint blend_shape_buffer = 0;
+ struct BlendShape {
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ };
+
+ BlendShape *blend_shapes = nullptr;
+ GLuint skeleton_vertex_array = 0;
RID material;
};
@@ -136,7 +143,14 @@ struct MeshInstance {
Mesh *mesh = nullptr;
RID skeleton;
struct Surface {
+ GLuint vertex_buffers[2] = { 0, 0 };
+ GLuint vertex_arrays[2] = { 0, 0 };
GLuint vertex_buffer = 0;
+ int vertex_stride_cache = 0;
+ int vertex_size_cache = 0;
+ int vertex_normal_offset_cache = 0;
+ int vertex_tangent_offset_cache = 0;
+ uint32_t format_cache = 0;
Mesh::Surface::Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
@@ -144,7 +158,6 @@ struct MeshInstance {
LocalVector<Surface> surfaces;
LocalVector<float> blend_weights;
- GLuint blend_weights_buffer = 0;
List<MeshInstance *>::Element *I = nullptr; //used to erase itself
uint64_t skeleton_version = 0;
bool dirty = false;
@@ -186,13 +199,15 @@ struct MultiMesh {
struct Skeleton {
bool use_2d = false;
int size = 0;
+ int height = 0;
Vector<float> data;
- GLuint buffer = 0;
bool dirty = false;
Skeleton *dirty_list = nullptr;
Transform2D base_transform_2d;
+ GLuint transforms_texture = 0;
+
uint64_t version = 1;
Dependency dependency;
@@ -202,6 +217,11 @@ class MeshStorage : public RendererMeshStorage {
private:
static MeshStorage *singleton;
+ struct {
+ SkeletonShaderGLES3 shader;
+ RID shader_version;
+ } skeleton_shader;
+
/* Mesh */
mutable RID_Owner<Mesh, true> mesh_owner;
@@ -214,6 +234,7 @@ private:
void _mesh_instance_clear(MeshInstance *mi);
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+ void _blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface);
SelfList<MeshInstance>::List dirty_mesh_instance_weights;
SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
@@ -232,9 +253,10 @@ private:
mutable RID_Owner<Skeleton, true> skeleton_owner;
- Skeleton *skeleton_dirty_list = nullptr;
-
_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
+ void _compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface);
+
+ Skeleton *skeleton_dirty_list = nullptr;
public:
static MeshStorage *get_singleton();
@@ -325,13 +347,13 @@ 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);
+ ERR_FAIL_COND_V(!s, 0);
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 +364,7 @@ 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;
}
}
@@ -406,6 +426,8 @@ public:
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
virtual void update_mesh_instances() override;
+ // TODO: considering hashing versions with multimesh buffer RID.
+ // Doing so would allow us to avoid specifying multimesh buffer pointers every frame and may improve performance.
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
@@ -534,9 +556,11 @@ public:
virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
- /* OCCLUDER */
+ void _update_dirty_skeletons();
- void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
+ _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
+ return skeleton_owner.get_or_null(p_skeleton) != nullptr;
+ }
};
} // namespace GLES3
diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp
index 9ed9fedd5a..1a0d97df01 100644
--- a/drivers/gles3/storage/particles_storage.cpp
+++ b/drivers/gles3/storage/particles_storage.cpp
@@ -31,6 +31,12 @@
#ifdef GLES3_ENABLED
#include "particles_storage.h"
+#include "material_storage.h"
+#include "mesh_storage.h"
+#include "texture_storage.h"
+#include "utilities.h"
+
+#include "servers/rendering/rendering_server_default.h"
using namespace GLES3;
@@ -42,213 +48,1338 @@ ParticlesStorage *ParticlesStorage::get_singleton() {
ParticlesStorage::ParticlesStorage() {
singleton = this;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ {
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
+ material_storage->shaders.particles_process_shader.initialize(global_defines);
+ }
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(particles_shader.default_shader);
+ material_storage->shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
+ particles_shader.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(particles_shader.default_material);
+ material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+ }
+ {
+ particles_shader.copy_shader.initialize();
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+ }
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ material_storage->material_free(particles_shader.default_material);
+ material_storage->shader_free(particles_shader.default_shader);
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
- return RID();
+ return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
}
void ParticlesStorage::particles_free(RID p_rid) {
+ update_particles();
+ Particles *particles = particles_owner.get_or_null(p_rid);
+ particles->dependency.deleted_notify(p_rid);
+ _particles_free_data(particles);
+ particles_owner.free(p_rid);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
-void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ _particles_free_data(particles);
+
+ particles->mode = p_mode;
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool ParticlesStorage::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void ParticlesStorage::_particles_free_data(Particles *particles) {
+ particles->userdata_count = 0;
+ particles->instance_buffer_size_cache = 0;
+ particles->instance_buffer_stride_cache = 0;
+ particles->num_attrib_arrays_cache = 0;
+ particles->process_buffer_stride_cache = 0;
+
+ if (particles->front_process_buffer != 0) {
+ glDeleteVertexArrays(1, &particles->front_vertex_array);
+ glDeleteBuffers(1, &particles->front_process_buffer);
+ glDeleteBuffers(1, &particles->front_instance_buffer);
+ particles->front_vertex_array = 0;
+ particles->front_process_buffer = 0;
+ particles->front_instance_buffer = 0;
+
+ glDeleteVertexArrays(1, &particles->back_vertex_array);
+ glDeleteBuffers(1, &particles->back_process_buffer);
+ glDeleteBuffers(1, &particles->back_instance_buffer);
+ particles->back_vertex_array = 0;
+ particles->back_process_buffer = 0;
+ particles->back_instance_buffer = 0;
+ }
+
+ if (particles->sort_buffer != 0) {
+ glDeleteBuffers(1, &particles->last_frame_buffer);
+ glDeleteBuffers(1, &particles->sort_buffer);
+ particles->last_frame_buffer = 0;
+ particles->sort_buffer = 0;
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ }
+
+ if (particles->frame_params_ubo != 0) {
+ glDeleteBuffers(1, &particles->frame_params_ubo);
+ particles->frame_params_ubo = 0;
+ }
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
}
-
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
}
-
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
-}
-
-void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ particles->speed_scale = p_scale;
}
+void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
- return RID();
+ particles->use_local_coords = p_enable;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
}
-void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ if (p_enable) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
-void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ if (p_bind_poses.size() != 0) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ particles->transform_align = p_transform_align;
}
-void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
}
-void ParticlesStorage::particles_restart(RID p_particles) {
+RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+
+ return particles->process_material;
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
}
-void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
+void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ if (p_subemitter_particles.is_valid()) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle sub emitters");
+ }
+}
+
+void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support manually emitting particles");
}
void ParticlesStorage::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
- return AABB();
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ int total_amount = particles->amount;
+
+ // If available, read from the sort buffer which should be 2 frames out of date.
+ // This will help alleviate GPU stalls.
+ GLuint read_buffer = particles->sort_buffer_filled ? particles->sort_buffer : particles->back_instance_buffer;
+
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, read_buffer, total_amount * sizeof(ParticleInstanceData3D));
+ ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleInstanceData3D)), AABB());
+
+ Transform3D inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+
+ const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
+ uint32_t particle_data_size = sizeof(ParticleInstanceData3D) + sizeof(float) * particles->userdata_count;
+
+ for (int i = 0; i < total_amount; i++) {
+ const ParticleInstanceData3D &particle_data = *(const ParticleInstanceData3D *)&data_ptr[particle_data_size * i];
+ // If scale is 0.0, we assume the particle is inactive.
+ if (particle_data.xform[0] > 0.0) {
+ Vector3 pos = Vector3(particle_data.xform[3], particle_data.xform[7], particle_data.xform[11]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
- return AABB();
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-bool ParticlesStorage::particles_get_emitting(RID p_particles) {
- return false;
+ particles->emission_transform = p_transform;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
- return 0;
-}
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
-RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- return RID();
+ return particles->draw_passes.size();
}
-void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
+RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
}
-void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
+void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.insert(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.erase(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
+// Does one step of processing particles by reading from back_process_buffer and writing to front_process_buffer.
+void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ double new_phase = Math::fmod(p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
+
+ //update current frame
+ ParticlesFrameParams frame_params;
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RSG::rasterizer->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ GLES3::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
+ } else {
+ GLES3::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+ frame_params.frame = p_particles->frame_counter++;
+ frame_params.pad0 = 0;
+ frame_params.pad1 = 0;
+ frame_params.pad2 = 0;
+
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ GLuint collision_heightmap_texture = 0;
+
+ Transform3D to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+
+ if (p_particles->has_sdf_collision && p_particles->sdf_collision_texture != 0) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.columns[0][0];
+ frame_params.colliders[0].transform[1] = xform.columns[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.columns[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.columns[1][0];
+ frame_params.colliders[0].transform[5] = xform.columns[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.columns[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.columns[0][0];
+ frame_params.colliders[0].transform[9] = revert.columns[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.columns[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.columns[1][0];
+ frame_params.colliders[0].transform[13] = revert.columns[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.columns[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+ }
+
+ for (const RID &E : p_particles->collisions) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform3D to_collider = pci->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ WARN_PRINT_ONCE("Vector field particle attractors are not available in the OpenGL2 renderer.");
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ WARN_PRINT_ONCE("SDF Particle Colliders are not available in the OpenGL 3 renderer.");
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != 0) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ // Bind heightmap or SDF texture.
+ GLuint heightmap = collision_heightmap_texture;
+ if (heightmap == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_BLACK));
+ heightmap = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, heightmap);
+ }
+
+ if (p_particles->frame_params_ubo == 0) {
+ glGenBuffers(1, &p_particles->frame_params_ubo);
+ }
+ // Update per-frame UBO.
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
+
+ // Get shader and set shader uniforms;
+ ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
+ if (!m) {
+ m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
+ }
+
+ ERR_FAIL_COND(!m);
+
+ ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
+
+ uint32_t specialization = 0;
+ for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
+ specialization |= (1 << i);
+ }
+
+ if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesShaderGLES3::MODE_3D;
+ }
+
+ RID version = particles_shader.default_shader_version;
+ if (m->shader_data->version.is_valid() && m->shader_data->valid) {
+ // Bind material uniform buffer and textures.
+ m->bind_uniforms();
+ version = m->shader_data->version;
+ }
+
+ bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::LIFETIME, p_particles->lifetime, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, uint32_t(p_particles->amount), version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, p_particles->fractional_delta, version, variant, specialization);
+
+ p_particles->clear = false;
+
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
+ glBindVertexArray(p_particles->back_vertex_array);
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->front_process_buffer);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, p_particles->amount);
+ glEndTransformFeedback();
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
+ glBindVertexArray(0);
+
+ SWAP(p_particles->front_process_buffer, p_particles->back_process_buffer);
+ SWAP(p_particles->front_vertex_array, p_particles->back_vertex_array);
}
-void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ return;
+ }
+
+ if (particles->front_process_buffer == 0) {
+ return; //particles have not processed yet
+ }
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ // Sort will be done on CPU since we don't have compute shaders.
+ // If the sort_buffer has valid data
+ // Use a buffer that is 2 frames out of date to avoid stalls.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData3D *particle_array;
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData3D> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
+#endif
+ SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
+ sorter.compare.z_dir = axis;
+ sorter.sort(particle_array, particles->amount);
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
+#endif
+ }
+
+ glEnable(GL_RASTERIZER_DISCARD);
+ _particles_update_instance_buffer(particles, axis, p_up_axis);
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+void ParticlesStorage::_particles_update_buffers(Particles *particles) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ uint32_t userdata_count = 0;
+
+ if (particles->process_material.is_valid()) {
+ GLES3::ParticleProcessMaterialData *material_data = static_cast<GLES3::ParticleProcessMaterialData *>(material_storage->material_get_data(particles->process_material, RS::SHADER_PARTICLES));
+ if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ userdata_count = material_data->shader_data->userdata_count;
+ }
+ }
+
+ if (userdata_count != particles->userdata_count) {
+ // Mismatch userdata, re-create buffers.
+ _particles_free_data(particles);
+ }
+
+ if (particles->amount > 0 && particles->front_process_buffer == 0) {
+ int total_amount = particles->amount;
+
+ particles->userdata_count = userdata_count;
+
+ uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
+ particles->instance_buffer_stride_cache = sizeof(float) * 4 * (xform_size + 1);
+ particles->instance_buffer_size_cache = particles->instance_buffer_stride_cache * total_amount;
+ particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
+ particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
+
+ int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
+ float *data = memnew_arr(float, process_data_amount);
+
+ for (int i = 0; i < process_data_amount; i++) {
+ data[i] = 0;
+ }
+
+ {
+ glGenVertexArrays(1, &particles->front_vertex_array);
+ glBindVertexArray(particles->front_vertex_array);
+ glGenBuffers(1, &particles->front_process_buffer);
+ glGenBuffers(1, &particles->front_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+
+ {
+ glGenVertexArrays(1, &particles->back_vertex_array);
+ glBindVertexArray(particles->back_vertex_array);
+ glGenBuffers(1, &particles->back_process_buffer);
+ glGenBuffers(1, &particles->back_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ memdelete_arr(data);
+ }
+}
+
+void ParticlesStorage::_particles_allocate_history_buffers(Particles *particles) {
+ if (particles->sort_buffer == 0) {
+ glGenBuffers(1, &particles->last_frame_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->last_frame_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+
+ glGenBuffers(1, &particles->sort_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+}
+void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
+
+ uint64_t specialization = 0;
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesCopyShaderGLES3::MODE_3D;
+ }
+
+ bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ // Affect 2D only.
+ if (particles->use_local_coords) {
+ // In local mode, particle positions are calculated locally (relative to the node position)
+ // and they're also drawn locally.
+ // It works as expected, so we just pass an identity transform.
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
+ } else {
+ // In global mode, particle positions are calculated globally (relative to the canvas origin)
+ // but they're drawn locally.
+ // So, we need to pass the inverse of the emission transform to bring the
+ // particles to local coordinates before drawing.
+ Transform3D inv = particles->emission_transform.affine_inverse();
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
+ }
+
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
+
+ glBindVertexArray(particles->back_vertex_array);
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
+ glBeginTransformFeedback(GL_POINTS);
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
+ uint32_t lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ uint32_t stride = particles->process_buffer_stride_cache;
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+
+ // Offset VBO so you render starting at the newest particle.
+ if (particles->amount - lifetime_split > 0) {
+ glEnableVertexAttribArray(0); // Color.
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
+ glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
+ glEnableVertexAttribArray(2); // Custom.
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
+ glEnableVertexAttribArray(3); // Xform1.
+ glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
+ glEnableVertexAttribArray(4); // Xform2.
+ glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
+ if (particles->mode == RS::PARTICLES_MODE_3D) {
+ glEnableVertexAttribArray(5); // Xform3.
+ glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
+ }
+
+ uint32_t to_draw = particles->amount - lifetime_split;
+ glDrawArrays(GL_POINTS, 0, to_draw);
+ }
+
+ // Then render from index 0 up intil the newest particle.
+ if (lifetime_split > 0) {
+ glEndTransformFeedback();
+ // Now output to the second portion of the instance buffer.
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, particles->instance_buffer_stride_cache * (particles->amount - lifetime_split), particles->instance_buffer_stride_cache * (lifetime_split));
+ glBeginTransformFeedback(GL_POINTS);
+ // Reset back to normal.
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+
+ glDrawArrays(GL_POINTS, 0, lifetime_split);
+ }
+ } else {
+ glDrawArrays(GL_POINTS, 0, particles->amount);
+ }
+
+ glEndTransformFeedback();
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void ParticlesStorage::update_particles() {
+ glEnable(GL_RASTERIZER_DISCARD);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ while (particle_update_list) {
+ // Use transform feedback to process particles.
+
+ Particles *particles = particle_update_list;
+
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ _particles_update_buffers(particles);
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+ // Copy the instance buffer that was last used into the last_frame buffer.
+ // sort_buffer should now be 2 frames out of date.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
+ _particles_allocate_history_buffers(particles);
+ SWAP(particles->last_frame_buffer, particles->sort_buffer);
+
+ glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
+
+ // Last frame's last_frame turned into this frame's sort buffer.
+ particles->sort_buffer_filled = particles->last_frame_buffer_filled;
+ particles->sort_buffer_phase = particles->last_frame_phase;
+ particles->last_frame_buffer_filled = true;
+ particles->last_frame_phase = particles->phase;
+ glBindBuffer(GL_COPY_READ_BUFFER, 0);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
+ }
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ double frame_time;
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / 30.0;
+ }
+
+ double todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (fixed_fps > 0) {
+ double frame_time;
+ double decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / fixed_fps;
+ decr = frame_time;
+ }
+ double delta = RSG::rasterizer->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ double todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale) {
+ _particles_process(particles, 0.0);
+ } else {
+ _particles_process(particles, RSG::rasterizer->get_frame_delta_time());
+ }
+ }
+
+ // Copy particles to instance buffer and pack Color/Custom.
+ // We don't have camera information here, so don't copy here if we need camera information for view depth or align mode.
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ _particles_update_instance_buffer(particles, Vector3(0.0, 0.0, 0.0), Vector3(0.0, 0.0, 0.0));
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME && particles->sort_buffer_filled) {
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_2D) {
+ _particles_reverse_lifetime_sort<ParticleInstanceData2D>(particles);
+ } else {
+ _particles_reverse_lifetime_sort<ParticleInstanceData3D>(particles);
+ }
+ }
+ }
+
+ SWAP(particles->front_instance_buffer, particles->back_instance_buffer);
+
+ // At the end of update, the back_buffer contains the most up-to-date-information to read from.
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+template <typename ParticleInstanceData>
+void ParticlesStorage::_particles_reverse_lifetime_sort(Particles *particles) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData *particle_array;
+ uint32_t buffer_size = particles->amount * sizeof(ParticleInstanceData);
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, buffer_size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_array);
+#endif
+
+ uint32_t lifetime_split = MIN(particles->amount * particles->sort_buffer_phase, particles->amount - 1);
+
+ for (uint32_t i = 0; i < lifetime_split / 2; i++) {
+ SWAP(particle_array[i], particle_array[lifetime_split - i]);
+ }
+
+ for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
+ SWAP(particle_array[lifetime_split + i + 1], particle_array[particles->amount - 1 - i]);
+ }
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_NULL_V(particles, nullptr);
+
+ return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
- return false;
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
}
-/* PARTICLES COLLISION */
+/* PARTICLES COLLISION API */
RID ParticlesStorage::particles_collision_allocate() {
- return RID();
+ return particles_collision_owner.allocate_rid();
}
-
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+ particles_collision->dependency.deleted_notify(p_rid);
+ particles_collision_owner.free(p_rid);
+}
+
+GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, 0);
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, 0);
+
+ if (particles_collision->heightfield_texture == 0) {
+ //create
+ const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ glGenTextures(1, &particles_collision->heightfield_texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, particles_collision->heightfield_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 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_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &particles_collision->heightfield_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, particles_collision->heightfield_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, particles_collision->heightfield_texture, 0);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Could create heightmap texture status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+#endif
+ particles_collision->heightfield_fb_size = size;
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ return particles_collision->heightfield_fb;
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+
+ particles_collision->type = p_type;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support SDF collisions in 3D particle shaders");
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
- return AABB();
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+}
+
+Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
- return false;
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
-RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
- return RID();
+Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_NULL_V(pc, nullptr);
+
+ return &pc->dependency;
}
+/* Particles collision instance */
+
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
- return RID();
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
+ particles_collision_instance_owner.free(p_rid);
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h
index 84d1f94d8c..434718006e 100644
--- a/drivers/gles3/storage/particles_storage.h
+++ b/drivers/gles3/storage/particles_storage.h
@@ -33,25 +33,283 @@
#ifdef GLES3_ENABLED
+#include "../shaders/particles_copy.glsl.gen.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/particles_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
namespace GLES3 {
+enum ParticlesUniformLocation {
+ PARTICLES_FRAME_UNIFORM_LOCATION,
+ PARTICLES_GLOBALS_UNIFORM_LOCATION,
+ PARTICLES_MATERIAL_UNIFORM_LOCATION,
+};
+
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
+ /* PARTICLES */
+
+ struct ParticleInstanceData3D {
+ float xform[12];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticleInstanceData2D {
+ float xform[8];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticlesViewSort {
+ Vector3 z_dir;
+ bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {
+ return z_dir.dot(Vector3(p_a.xform[3], p_a.xform[7], p_a.xform[11])) < z_dir.dot(Vector3(p_b.xform[3], p_b.xform[7], p_b.xform[11]));
+ }
+ };
+
+ struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float scale;
+ float pad0;
+ float pad1;
+ };
+
+ uint32_t emitting;
+ uint32_t cycle;
+ float system_phase;
+ float prev_system_phase;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ float particle_size;
+ float pad0;
+ float pad1;
+ float pad2;
+
+ uint32_t random_seed;
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ uint32_t frame;
+
+ float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+ };
+
+ struct Particles {
+ RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
+ bool inactive = true;
+ double inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = false;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ GLuint sdf_collision_texture = 0;
+
+ RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
+
+ RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
+
+ Vector<RID> draw_passes;
+
+ GLuint frame_params_ubo = 0;
+
+ // We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).
+ // Unfortunately, this means we can't just use a round-robin system of 3 buffers.
+ // To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.
+
+ // Transform Feedback buffer and VAO for rendering.
+ // Each frame we render to this one.
+ GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ // VAO for transform feedback, contains last frame's data.
+ // Read from this one for particles process and then copy to last frame buffer.
+ GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ uint32_t instance_buffer_size_cache = 0;
+ uint32_t instance_buffer_stride_cache = 0;
+ uint32_t num_attrib_arrays_cache = 0;
+ uint32_t process_buffer_stride_cache = 0;
+
+ // Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.
+ GLuint last_frame_buffer = 0;
+ bool last_frame_buffer_filled = false;
+ float last_frame_phase = 0.0;
+
+ // The frame-before-last's instance buffer.
+ // Use this to copy data back for sorting or computing AABB.
+ GLuint sort_buffer = 0;
+ bool sort_buffer_filled = false;
+ float sort_buffer_phase = 0.0;
+
+ uint32_t userdata_count = 0;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ double phase = 0.0;
+ double prev_phase = 0.0;
+ uint64_t prev_ticks = 0;
+ uint32_t random_seed = 0;
+
+ uint32_t cycle_number = 0;
+
+ double speed_scale = 1.0;
+
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
+
+ bool clear = true;
+
+ Transform3D emission_transform;
+
+ HashSet<RID> collisions;
+
+ Dependency dependency;
+
+ double trail_length = 1.0;
+ bool trails_enabled = false;
+
+ Particles() {
+ }
+ };
+
+ void _particles_process(Particles *p_particles, double p_delta);
+ void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
+ void _particles_allocate_history_buffers(Particles *particles);
+ void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
+
+ template <typename T>
+ void _particles_reverse_lifetime_sort(Particles *particles);
+
+ struct ParticlesShader {
+ RID default_shader;
+ RID default_material;
+ RID default_shader_version;
+
+ ParticlesCopyShaderGLES3 copy_shader;
+ RID copy_shader_version;
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ mutable RID_Owner<Particles, true> particles_owner;
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ GLuint field_texture = 0;
+ GLuint heightfield_texture = 0;
+ GLuint heightfield_fb = 0;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ Dependency dependency;
+ };
+
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
+ bool free(RID p_rid);
+
/* PARTICLES */
+ bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
+
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
@@ -102,12 +360,51 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->amount;
+ }
+
+ _FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+
+ if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {
+ return particles->sort_buffer;
+ }
+ return particles->back_instance_buffer;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->has_collision_cache;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
+
+ Dependency *particles_get_dependency(RID p_particles) const;
+
/* PARTICLES COLLISION */
+ bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
@@ -124,8 +421,22 @@ public:
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
+ Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+ GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+
+ _FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Size2i());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());
+
+ return particles_collision->heightfield_fb_size;
+ }
+
+ Dependency *particles_collision_get_dependency(RID p_particles) const;
+
+ /* PARTICLES COLLISION INSTANCE*/
+ bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
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 442bd69b55..99908d197a 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;
@@ -59,9 +63,7 @@ TextureStorage::TextureStorage() {
{ //create default textures
{ // White Textures
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
image->generate_mipmaps();
@@ -90,9 +92,7 @@ TextureStorage::TextureStorage() {
}
{ // black
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
image->generate_mipmaps();
@@ -116,9 +116,7 @@ TextureStorage::TextureStorage() {
}
{ // transparent black
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
image->generate_mipmaps();
@@ -127,9 +125,7 @@ TextureStorage::TextureStorage() {
}
{
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0.5, 0.5, 1, 1));
image->generate_mipmaps();
@@ -138,9 +134,7 @@ TextureStorage::TextureStorage() {
}
{
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1.0, 0.5, 1, 1));
image->generate_mipmaps();
@@ -197,6 +191,27 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ { // Atlas Texture initialize.
+ uint8_t pixel_data[4 * 4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i * 4 + 0] = 0;
+ pixel_data[i * 4 + 1] = 0;
+ pixel_data[i * 4 + 2] = 0;
+ pixel_data[i * 4 + 3] = 255;
+ }
+
+ glGenTextures(1, &texture_atlas.texture);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
+ }
+
+ 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
@@ -207,6 +222,12 @@ TextureStorage::~TextureStorage() {
for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
texture_free(default_gl_textures[i]);
}
+
+ glDeleteTextures(1, &texture_atlas.texture);
+ 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
@@ -230,6 +251,8 @@ void TextureStorage::canvas_texture_free(RID p_rid) {
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
@@ -245,6 +268,8 @@ void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::Canvas
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
@@ -253,61 +278,16 @@ void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture,
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
ct->texture_filter = p_filter;
}
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->texture_repeat = p_repeat;
-}
-
-/* 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;
+ ERR_FAIL_NULL(ct);
- 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);
+ ct->texture_repeat = p_repeat;
}
/* Texture API */
@@ -642,7 +622,9 @@ 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;
}
@@ -653,7 +635,7 @@ void TextureStorage::texture_free(RID p_texture) {
}
}
- //decal_atlas_remove_texture(p_texture);
+ texture_atlas_remove_texture(p_texture);
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.get_or_null(t->proxies[i]);
@@ -673,7 +655,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
texture.height = p_image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
- texture.mipmaps = p_image->get_mipmap_count();
+ texture.mipmaps = p_image->get_mipmap_count() + 1;
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
@@ -708,9 +690,37 @@ 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);
@@ -719,14 +729,32 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image,
}
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(!tex->is_proxy);
+ Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
+ ERR_FAIL_COND(!proxy_to);
+ ERR_FAIL_COND(proxy_to->is_proxy);
+
+ if (tex->proxy_to.is_valid()) {
+ Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
+ ERR_FAIL_COND(!prev_tex);
+ prev_tex->proxies.erase(p_texture);
+ }
+
+ *tex = *proxy_to;
+
+ tex->proxy_to = p_proxy_to;
+ tex->is_render_target = false;
+ tex->is_proxy = true;
+ tex->proxies.clear();
+ proxy_to->proxies.push_back(p_texture);
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
texture_2d_initialize(p_texture, image);
@@ -735,9 +763,7 @@ void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
@@ -756,9 +782,7 @@ void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, Re
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
@@ -782,6 +806,7 @@ 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);
@@ -812,16 +837,71 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
data.resize(data_size);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
- Ref<Image> image;
- image.instantiate();
- image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
+ Ref<Image> image = Image::create_from_data(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
image->convert(texture->format);
}
#else
- // Support for Web and Mobile will come later.
- Ref<Image> image;
+
+ 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
@@ -875,7 +955,7 @@ void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
- //decal_atlas_mark_dirty_on_texture(p_texture);
+ texture_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
@@ -970,6 +1050,10 @@ Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
}
}
+RID TextureStorage::texture_get_rd_texture_rid(RID p_texture, bool p_srgb) const {
+ return RID();
+}
+
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
Texture *texture = texture_owner.get_or_null(p_texture);
@@ -1009,7 +1093,7 @@ 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();
@@ -1066,7 +1150,11 @@ 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;
@@ -1143,6 +1231,217 @@ RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resoluti
return RID();
}
+/* TEXTURE ATLAS API */
+
+void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
+ if (!texture_atlas.textures.has(p_texture)) {
+ TextureAtlas::Texture t;
+ t.users = 1;
+ texture_atlas.textures[p_texture] = t;
+ texture_atlas.dirty = true;
+ } else {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ t->users++;
+ }
+}
+
+void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ ERR_FAIL_COND(!t);
+ t->users--;
+ if (t->users == 0) {
+ texture_atlas.textures.erase(p_texture);
+ // Do not mark it dirty, there is no need to since it remains working.
+ }
+}
+
+void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.dirty = true; // Mark it dirty since it was most likely modified.
+ }
+}
+
+void TextureStorage::texture_atlas_remove_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.textures.erase(p_texture);
+ // There is not much a point of making it dirty, texture can be removed next time the atlas is updated.
+ }
+}
+
+GLuint TextureStorage::texture_atlas_get_texture() const {
+ return texture_atlas.texture;
+}
+
+void TextureStorage::update_texture_atlas() {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!texture_atlas.dirty) {
+ return; //nothing to do
+ }
+
+ texture_atlas.dirty = false;
+
+ if (texture_atlas.texture != 0) {
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ }
+
+ const int border = 2;
+
+ if (texture_atlas.textures.size()) {
+ //generate atlas
+ Vector<TextureAtlas::SortItem> itemsv;
+ itemsv.resize(texture_atlas.textures.size());
+ int base_size = 8;
+
+ int idx = 0;
+
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::SortItem &si = itemsv.write[idx];
+
+ Texture *src_tex = get_texture(E.key);
+
+ si.size.width = (src_tex->width / border) + 1;
+ si.size.height = (src_tex->height / border) + 1;
+ si.pixel_size = Size2i(src_tex->width, src_tex->height);
+
+ if (base_size < si.size.width) {
+ base_size = nearest_power_of_2_templated(si.size.width);
+ }
+
+ si.texture = E.key;
+ idx++;
+ }
+
+ //sort items by size
+ itemsv.sort();
+
+ //attempt to create atlas
+ int item_count = itemsv.size();
+ TextureAtlas::SortItem *items = itemsv.ptrw();
+
+ int atlas_height = 0;
+
+ while (true) {
+ Vector<int> v_offsetsv;
+ v_offsetsv.resize(base_size);
+
+ int *v_offsets = v_offsetsv.ptrw();
+ memset(v_offsets, 0, sizeof(int) * base_size);
+
+ int max_height = 0;
+
+ for (int i = 0; i < item_count; i++) {
+ //best fit
+ TextureAtlas::SortItem &si = items[i];
+ int best_idx = -1;
+ int best_height = 0x7FFFFFFF;
+ for (int j = 0; j <= base_size - si.size.width; j++) {
+ int height = 0;
+ for (int k = 0; k < si.size.width; k++) {
+ int h = v_offsets[k + j];
+ if (h > height) {
+ height = h;
+ if (height > best_height) {
+ break; //already bad
+ }
+ }
+ }
+
+ if (height < best_height) {
+ best_height = height;
+ best_idx = j;
+ }
+ }
+
+ //update
+ for (int k = 0; k < si.size.width; k++) {
+ v_offsets[k + best_idx] = best_height + si.size.height;
+ }
+
+ si.pos.x = best_idx;
+ si.pos.y = best_height;
+
+ if (si.pos.y + si.size.height > max_height) {
+ max_height = si.pos.y + si.size.height;
+ }
+ }
+
+ if (max_height <= base_size * 2) {
+ atlas_height = max_height;
+ break; //good ratio, break;
+ }
+
+ base_size *= 2;
+ }
+
+ texture_atlas.size.width = base_size * border;
+ texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
+
+ for (int i = 0; i < item_count; i++) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
+ t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
+ t->uv_rect.size = items[i].pixel_size;
+
+ t->uv_rect.position /= Size2(texture_atlas.size);
+ t->uv_rect.size /= Size2(texture_atlas.size);
+ }
+ } else {
+ texture_atlas.size.width = 4;
+ texture_atlas.size.height = 4;
+ }
+
+ { // Atlas Texture initialize.
+ // TODO validate texture atlas size with maximum texture size
+ glGenTextures(1, &texture_atlas.texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 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_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+
+ glGenFramebuffers(1, &texture_atlas.framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
+ return;
+ }
+ glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glDisable(GL_BLEND);
+
+ if (texture_atlas.textures.size()) {
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
+ Texture *src_tex = get_texture(E.key);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
+ copy_effects->copy_to_rect(t->uv_rect);
+ }
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
/* DECAL API */
RID TextureStorage::decal_allocate() {
@@ -1211,6 +1510,8 @@ 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;
@@ -1221,31 +1522,74 @@ 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);
+ }
+
+ 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);
+ }
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ // depth
+ if (rt->overridden.depth.is_valid()) {
+ texture = get_texture(rt->overridden.depth);
+ ERR_FAIL_COND(!texture);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ 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);
@@ -1253,25 +1597,38 @@ 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);
@@ -1337,19 +1694,51 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
return;
}
+ // 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());
+ // Don't delete the current FBO, we'll do that a couple lines down.
+ if (E.value.fbo != rt->fbo) {
+ glDeleteFramebuffers(1, &E.value.fbo);
+ }
+ }
+ rt->overridden.fbo_cache.clear();
+
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
- glDeleteTextures(1, &rt->color);
rt->fbo = 0;
- 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.color.is_null()) {
+ 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;
+ }
+ } else {
+ Texture *tex = get_texture(rt->overridden.color);
+ tex->is_render_target = false;
+ }
+
+ if (rt->overridden.color.is_valid()) {
+ rt->overridden.color = RID();
+ } else if (rt->color) {
+ glDeleteTextures(1, &rt->color);
+ }
+ rt->color = 0;
+
+ if (rt->overridden.depth.is_valid()) {
+ rt->overridden.depth = RID();
+ } else if (rt->depth) {
+ glDeleteTextures(1, &rt->depth);
+ }
+ rt->depth = 0;
+
+ rt->overridden.velocity = RID();
+ rt->overridden.is_overridden = false;
if (rt->backbuffer_fbo != 0) {
glDeleteFramebuffers(1, &rt->backbuffer_fbo);
@@ -1357,6 +1746,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
+ _render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {
@@ -1381,7 +1771,9 @@ void TextureStorage::render_target_free(RID p_rid) {
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);
@@ -1405,13 +1797,17 @@ 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);
}
@@ -1424,10 +1820,91 @@ 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);
+ _update_render_target(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->color = cache->get().color;
+ rt->depth = cache->get().depth;
+ 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.color = rt->color;
+ new_entry.depth = rt->depth;
+ 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;
}
@@ -1437,8 +1914,10 @@ 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 {
@@ -1459,6 +1938,11 @@ 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);
}
@@ -1491,6 +1975,7 @@ 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);
@@ -1541,13 +2026,283 @@ 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;
+ bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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;
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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;
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ 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 7e083e48e8..169c50638d 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
@@ -128,26 +120,16 @@ 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();
+ RID proxy_to;
Vector<RID> proxies;
String path;
@@ -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 +321,37 @@ 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;
+ GLuint color;
+ GLuint depth;
+ Size2i size;
+ Vector<GLuint> allocated_textures;
+ };
+ RBMap<uint32_t, FBOCacheEntry> fbo_cache;
+ } overridden;
+
RID texture;
Color clear_color = Color(1, 1, 1, 1);
@@ -361,16 +371,44 @@ 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;
Ref<Image> _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;
+ /* TEXTURE ATLAS API */
+
+ struct TextureAtlas {
+ struct Texture {
+ int users;
+ Rect2 uv_rect;
+ };
+
+ struct SortItem {
+ RID texture;
+ Size2i pixel_size;
+ Size2i size;
+ Point2i pos;
+
+ bool operator<(const SortItem &p_item) const {
+ //sort larger to smaller
+ if (size.height == p_item.size.height) {
+ return size.width > p_item.size.width;
+ } else {
+ return size.height > p_item.size.height;
+ }
+ }
+ };
+
+ HashMap<RID, Texture> textures;
+ bool dirty = true;
+
+ GLuint texture = 0;
+ GLuint framebuffer = 0;
+ Size2i size;
+ } texture_atlas;
+
/* Render Target API */
mutable RID_Owner<RenderTarget> render_target_owner;
@@ -378,6 +416,14 @@ private:
void _clear_render_target(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();
@@ -404,10 +450,6 @@ 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) {
@@ -431,6 +473,8 @@ 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;
@@ -461,6 +505,8 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
+ virtual RID texture_get_rd_texture_rid(RID p_texture, bool p_srgb = false) const override;
+
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
@@ -473,6 +519,25 @@ public:
void texture_bind(RID p_texture, uint32_t p_texture_no);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
+ /* TEXTURE ATLAS API */
+
+ void update_texture_atlas();
+
+ GLuint texture_atlas_get_texture() const;
+ _FORCE_INLINE_ Rect2 texture_atlas_get_texture_rect(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ if (!t) {
+ return Rect2();
+ }
+
+ return t->uv_rect;
+ }
+
+ void texture_add_to_texture_atlas(RID p_texture);
+ void texture_remove_from_texture_atlas(RID p_texture);
+ void texture_atlas_mark_dirty_on_texture(RID p_texture);
+ void texture_atlas_remove_texture(RID p_texture);
+
/* DECAL API */
virtual RID decal_allocate() override;
@@ -534,9 +599,13 @@ 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);
@@ -547,12 +616,10 @@ 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 16bacf1829..fe900c7cfb 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);
@@ -84,6 +108,10 @@ RS::InstanceType Utilities::get_base_type(RID p_rid) const {
return RS::INSTANCE_LIGHT;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
}
return RS::INSTANCE_NONE;
}
@@ -119,53 +147,18 @@ bool Utilities::free(RID p_rid) {
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
return true;
- } else {
- return false;
- }
- /*
- else if (reflection_probe_owner.owns(p_rid)) {
- // delete the texture
- ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
- reflection_probe->instance_remove_deps();
-
- reflection_probe_owner.free(p_rid);
- memdelete(reflection_probe);
-
- return true;
- } else if (lightmap_capture_data_owner.owns(p_rid)) {
- // delete the texture
- LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
- lightmap_capture->instance_remove_deps();
-
- lightmap_capture_data_owner.free(p_rid);
- memdelete(lightmap_capture);
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
return true;
-
- } else if (canvas_occluder_owner.owns(p_rid)) {
- CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
- if (co->index_id) {
- glDeleteBuffers(1, &co->index_id);
- }
- if (co->vertex_id) {
- glDeleteBuffers(1, &co->vertex_id);
- }
-
- canvas_occluder_owner.free(p_rid);
- memdelete(co);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
return true;
-
- } else if (canvas_light_shadow_owner.owns(p_rid)) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
- glDeleteFramebuffers(1, &cls->fbo);
- glDeleteRenderbuffers(1, &cls->depth);
- glDeleteTextures(1, &cls->distance);
- canvas_light_shadow_owner.free(p_rid);
- memdelete(cls);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
return true;
+ } else {
+ return false;
}
- */
}
/* DEPENDENCIES */
@@ -183,6 +176,12 @@ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
}
}
@@ -213,95 +212,78 @@ 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 */
void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_global_shader_uniforms();
MaterialStorage::get_singleton()->_update_queued_materials();
- //MeshStorage::get_singleton()->_update_dirty_skeletons();
+ MeshStorage::get_singleton()->_update_dirty_skeletons();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
+ TextureStorage::get_singleton()->update_texture_atlas();
}
void Utilities::set_debug_generate_wireframes(bool p_generate) {
@@ -355,4 +337,13 @@ 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/png/png_driver_common.cpp b/drivers/png/png_driver_common.cpp
index bc4bb3782b..79641464d8 100644
--- a/drivers/png/png_driver_common.cpp
+++ b/drivers/png/png_driver_common.cpp
@@ -119,7 +119,7 @@ Error png_to_image(const uint8_t *p_source, size_t p_size, bool p_force_linear,
ERR_FAIL_COND_V(!success, ERR_FILE_CORRUPT);
//print_line("png width: "+itos(png_img.width)+" height: "+itos(png_img.height));
- p_image->create(png_img.width, png_img.height, false, dest_format, buffer);
+ p_image->set_data(png_img.width, png_img.height, false, dest_format, buffer);
return OK;
}
diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp
index 72ae609fb4..c6b327eeee 100644
--- a/drivers/unix/net_socket_posix.cpp
+++ b/drivers/unix/net_socket_posix.cpp
@@ -179,8 +179,8 @@ NetSocketPosix::~NetSocketPosix() {
close();
}
-// Silent a warning reported in #27594
-
+// Silence a warning reported in GH-27594.
+// EAGAIN and EWOULDBLOCK have the same value on most platforms, but it's not guaranteed.
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wlogical-op"
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 10d65b83db..b02a100784 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -145,6 +145,10 @@ void OS_Unix::finalize_core() {
NetSocketPosix::cleanup();
}
+Vector<String> OS_Unix::get_video_adapter_driver_info() const {
+ return Vector<String>();
+}
+
String OS_Unix::get_stdin_string(bool p_block) {
if (p_block) {
char buff[1024];
@@ -501,11 +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;
}
@@ -561,7 +565,7 @@ String OS_Unix::get_executable_path() const {
WARN_PRINT("MAXPATHLEN is too small");
}
- String path(resolved_path);
+ String path = String::utf8(resolved_path);
delete[] resolved_path;
return path;
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index fce962e32c..ce06a52a95 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -51,6 +51,8 @@ protected:
public:
OS_Unix();
+ virtual Vector<String> get_video_adapter_driver_info() const override;
+
virtual String get_stdin_string(bool p_block) override;
virtual Error get_entropy(uint8_t *r_buffer, int p_bytes) override;
diff --git a/drivers/unix/thread_posix.cpp b/drivers/unix/thread_posix.cpp
index f6adbee108..5154feb478 100644
--- a/drivers/unix/thread_posix.cpp
+++ b/drivers/unix/thread_posix.cpp
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#if defined(UNIX_ENABLED) || defined(PTHREAD_ENABLED)
+#if defined(UNIX_ENABLED)
#include "thread_posix.h"
@@ -73,4 +73,4 @@ void init_thread_posix() {
Thread::_set_platform_functions({ .set_name = set_name });
}
-#endif // UNIX_ENABLED || PTHREAD_ENABLED
+#endif // UNIX_ENABLED
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index 9b193056c2..7f5bac30f1 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -47,7 +47,7 @@
static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
// Get the Vulkan object information and possible stage access types (bitwise OR'd with incoming values).
-RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &r_stage_mask, VkAccessFlags &r_access_mask, uint32_t p_post_barrier) {
+RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &r_stage_mask, VkAccessFlags &r_access_mask, BitField<BarrierMask> p_post_barrier) {
Buffer *buffer = nullptr;
if (vertex_buffer_owner.owns(p_buffer)) {
buffer = vertex_buffer_owner.get_or_null(p_buffer);
@@ -55,11 +55,11 @@ RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID
r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
r_access_mask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
if (buffer->usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
}
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
r_stage_mask |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
@@ -69,20 +69,20 @@ RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID
r_access_mask |= VK_ACCESS_INDEX_READ_BIT;
buffer = index_buffer_owner.get_or_null(p_buffer);
} else if (uniform_buffer_owner.owns(p_buffer)) {
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
}
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
r_stage_mask |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
r_access_mask |= VK_ACCESS_UNIFORM_READ_BIT;
buffer = uniform_buffer_owner.get_or_null(p_buffer);
} else if (texture_buffer_owner.owns(p_buffer)) {
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
r_access_mask |= VK_ACCESS_SHADER_READ_BIT;
}
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
r_stage_mask |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
r_access_mask |= VK_ACCESS_SHADER_READ_BIT;
}
@@ -90,11 +90,11 @@ RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID
buffer = &texture_buffer_owner.get_or_null(p_buffer)->buffer;
} else if (storage_buffer_owner.owns(p_buffer)) {
buffer = storage_buffer_owner.get_or_null(p_buffer);
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
r_stage_mask |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
@@ -1655,9 +1655,7 @@ RID RenderingDeviceVulkan::texture_create(const TextureFormat &p_format, const T
image_create_info.pNext = nullptr;
image_create_info.flags = 0;
-#ifndef _MSC_VER
-#warning TODO check for support via RenderingDevice to enable on mobile when possible
-#endif
+ // TODO: Check for support via RenderingDevice to enable on mobile when possible.
#ifndef ANDROID_ENABLED
@@ -2011,7 +2009,7 @@ RID RenderingDeviceVulkan::texture_create(const TextureFormat &p_format, const T
if (p_data.size()) {
for (uint32_t i = 0; i < image_create_info.arrayLayers; i++) {
- _texture_update(id, i, p_data[i], RD::BARRIER_MASK_ALL, true);
+ _texture_update(id, i, p_data[i], RD::BARRIER_MASK_ALL_BARRIERS, true);
}
}
return id;
@@ -2162,14 +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;
@@ -2395,7 +2414,7 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
return id;
}
-Error RenderingDeviceVulkan::texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier) {
return _texture_update(p_texture, p_layer, p_data, p_post_barrier, false);
}
@@ -2415,7 +2434,7 @@ static _ALWAYS_INLINE_ void _copy_region(uint8_t const *__restrict p_src, uint8_
}
}
-Error RenderingDeviceVulkan::_texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier, bool p_use_setup_queue) {
+Error RenderingDeviceVulkan::_texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, bool p_use_setup_queue) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND_V_MSG((draw_list || compute_list) && !p_use_setup_queue, ERR_INVALID_PARAMETER,
@@ -2589,15 +2608,15 @@ Error RenderingDeviceVulkan::_texture_update(RID p_texture, uint32_t p_layer, co
{
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
}
@@ -2850,7 +2869,7 @@ Size2i RenderingDeviceVulkan::texture_size(RID p_texture) {
return Size2i(tex->width, tex->height);
}
-Error RenderingDeviceVulkan::texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
Texture *src_tex = texture_owner.get_or_null(p_from_texture);
@@ -2975,15 +2994,15 @@ Error RenderingDeviceVulkan::texture_copy(RID p_from_texture, RID p_to_texture,
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
}
@@ -3045,7 +3064,7 @@ Error RenderingDeviceVulkan::texture_copy(RID p_from_texture, RID p_to_texture,
return OK;
}
-Error RenderingDeviceVulkan::texture_resolve_multisample(RID p_from_texture, RID p_to_texture, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
Texture *src_tex = texture_owner.get_or_null(p_from_texture);
@@ -3153,15 +3172,15 @@ Error RenderingDeviceVulkan::texture_resolve_multisample(RID p_from_texture, RID
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
}
@@ -3216,7 +3235,7 @@ Error RenderingDeviceVulkan::texture_resolve_multisample(RID p_from_texture, RID
return OK;
}
-Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
Texture *src_tex = texture_owner.get_or_null(p_texture);
@@ -3289,15 +3308,15 @@ Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color,
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
}
@@ -3336,7 +3355,7 @@ Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color,
return OK;
}
-bool RenderingDeviceVulkan::texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const {
+bool RenderingDeviceVulkan::texture_is_format_supported_for_usage(DataFormat p_format, BitField<RenderingDevice::TextureUsageBits> p_usage) const {
ERR_FAIL_INDEX_V(p_format, DATA_FORMAT_MAX, false);
_THREAD_SAFE_METHOD_
@@ -3346,34 +3365,34 @@ bool RenderingDeviceVulkan::texture_is_format_supported_for_usage(DataFormat p_f
vkGetPhysicalDeviceFormatProperties(context->get_physical_device(), vulkan_formats[p_format], &properties);
VkFormatFeatureFlags flags;
- if (p_usage & TEXTURE_USAGE_CPU_READ_BIT) {
+ if (p_usage.has_flag(TEXTURE_USAGE_CPU_READ_BIT)) {
flags = properties.linearTilingFeatures;
} else {
flags = properties.optimalTilingFeatures;
}
- if (p_usage & TEXTURE_USAGE_SAMPLING_BIT && !(flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)) {
+ if (p_usage.has_flag(TEXTURE_USAGE_SAMPLING_BIT) && !(flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)) {
return false;
}
- if (p_usage & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT && !(flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)) {
+ if (p_usage.has_flag(TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) && !(flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)) {
return false;
}
- if (p_usage & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT && !(flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
+ if (p_usage.has_flag(TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) && !(flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
return false;
}
- if (p_usage & TEXTURE_USAGE_STORAGE_BIT && !(flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)) {
+ if (p_usage.has_flag(TEXTURE_USAGE_STORAGE_BIT) && !(flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)) {
return false;
}
- if (p_usage & TEXTURE_USAGE_STORAGE_ATOMIC_BIT && !(flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT)) {
+ if (p_usage.has_flag(TEXTURE_USAGE_STORAGE_ATOMIC_BIT) && !(flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT)) {
return false;
}
// Validation via VK_FORMAT_FEATURE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR fails if VRS attachment is not supported.
- if (p_usage & TEXTURE_USAGE_VRS_ATTACHMENT_BIT && p_format != DATA_FORMAT_R8_UINT) {
+ if (p_usage.has_flag(TEXTURE_USAGE_VRS_ATTACHMENT_BIT) && p_format != DATA_FORMAT_R8_UINT) {
return false;
}
@@ -3403,6 +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;
@@ -3703,7 +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);
}
@@ -3725,7 +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);
}
@@ -3754,7 +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);
}
@@ -3769,7 +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) {
@@ -3795,9 +3824,9 @@ 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;
+ Size2i texel_size = context->get_vrs_capabilities().texel_size;
VkFragmentShadingRateAttachmentInfoKHR &vrs_attachment_info = vrs_attachment_info_array[i];
vrs_attachment_info.sType = VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR;
@@ -3936,16 +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++) {
@@ -4356,7 +4378,7 @@ RenderingDevice::VertexFormatID RenderingDeviceVulkan::vertex_format_create(cons
return id;
}
-RID RenderingDeviceVulkan::vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers) {
+RID RenderingDeviceVulkan::vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers, const Vector<uint64_t> &p_offsets) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND_V(!vertex_formats.has(p_vertex_format), RID());
@@ -4370,6 +4392,13 @@ RID RenderingDeviceVulkan::vertex_array_create(uint32_t p_vertex_count, VertexFo
VertexArray vertex_array;
+ if (p_offsets.is_empty()) {
+ vertex_array.offsets.resize_zeroed(p_src_buffers.size());
+ } else {
+ ERR_FAIL_COND_V(p_offsets.size() != p_src_buffers.size(), RID());
+ vertex_array.offsets = p_offsets;
+ }
+
vertex_array.vertex_count = p_vertex_count;
vertex_array.description = p_vertex_format;
vertex_array.max_instances_allowed = 0xFFFFFFFF; // By default as many as you want.
@@ -4401,7 +4430,6 @@ RID RenderingDeviceVulkan::vertex_array_create(uint32_t p_vertex_count, VertexFo
}
vertex_array.buffers.push_back(buffer->buffer);
- vertex_array.offsets.push_back(0); // Offset unused, but passing anyway.
}
RID id = vertex_array_owner.make_rid(vertex_array);
@@ -5172,9 +5200,9 @@ Vector<uint8_t> RenderingDeviceVulkan::shader_compile_binary_from_spirv(const Ve
uint32_t offset = 0;
uint8_t *binptr = ret.ptrw();
binptr[0] = 'G';
- binptr[1] = 'V';
+ binptr[1] = 'S';
binptr[2] = 'B';
- binptr[3] = 'D'; // Godot vulkan binary data.
+ binptr[3] = 'D'; // Godot Shader Binary Data.
offset += 4;
encode_uint32(SHADER_BINARY_VERSION, binptr + offset);
offset += sizeof(uint32_t);
@@ -5235,7 +5263,7 @@ RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_
uint32_t read_offset = 0;
// Consistency check.
ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(RenderingDeviceVulkanShaderBinaryData), RID());
- ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'V' || binptr[2] != 'B' || binptr[3] != 'D', RID());
+ ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', RID());
uint32_t bin_version = decode_uint32(binptr + 4);
ERR_FAIL_COND_V(bin_version != SHADER_BINARY_VERSION, RID());
@@ -6293,7 +6321,7 @@ void RenderingDeviceVulkan::uniform_set_set_invalidation_callback(RID p_uniform_
us->invalidated_callback_userdata = p_userdata;
}
-Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND_V_MSG(draw_list, ERR_INVALID_PARAMETER,
@@ -6303,7 +6331,7 @@ Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint
VkPipelineStageFlags dst_stage_mask = 0;
VkAccessFlags dst_access = 0;
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
// Protect subsequent updates.
dst_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
dst_access = VK_ACCESS_TRANSFER_WRITE_BIT;
@@ -6339,7 +6367,7 @@ Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint
return err;
}
-Error RenderingDeviceVulkan::buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier) {
+Error RenderingDeviceVulkan::buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND_V_MSG((p_size % 4) != 0, ERR_INVALID_PARAMETER,
@@ -6351,7 +6379,7 @@ Error RenderingDeviceVulkan::buffer_clear(RID p_buffer, uint32_t p_offset, uint3
VkPipelineStageFlags dst_stage_mask = 0;
VkAccessFlags dst_access = 0;
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
// Protect subsequent updates.
dst_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
dst_access = VK_ACCESS_TRANSFER_WRITE_BIT;
@@ -6390,7 +6418,7 @@ Vector<uint8_t> RenderingDeviceVulkan::buffer_get_data(RID p_buffer) {
VkPipelineShaderStageCreateFlags src_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
VkAccessFlags src_access_mask = VK_ACCESS_TRANSFER_WRITE_BIT;
// Get the vulkan buffer and the potential stage/access possible.
- Buffer *buffer = _get_buffer_from_owner(p_buffer, src_stage_mask, src_access_mask, BARRIER_MASK_ALL);
+ Buffer *buffer = _get_buffer_from_owner(p_buffer, src_stage_mask, src_access_mask, BARRIER_MASK_ALL_BARRIERS);
if (!buffer) {
ERR_FAIL_V_MSG(Vector<uint8_t>(), "Buffer is either invalid or this type of buffer can't be retrieved. Only Index and Vertex buffers allow retrieving.");
}
@@ -6561,7 +6589,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
ERR_FAIL_INDEX_V(p_rasterization_state.cull_mode, 3, RID());
rasterization_state_create_info.cullMode = cull_mode[p_rasterization_state.cull_mode];
rasterization_state_create_info.frontFace = (p_rasterization_state.front_face == POLYGON_FRONT_FACE_CLOCKWISE ? VK_FRONT_FACE_CLOCKWISE : VK_FRONT_FACE_COUNTER_CLOCKWISE);
- rasterization_state_create_info.depthBiasEnable = p_rasterization_state.depth_bias_enable;
+ rasterization_state_create_info.depthBiasEnable = p_rasterization_state.depth_bias_enabled;
rasterization_state_create_info.depthBiasConstantFactor = p_rasterization_state.depth_bias_constant_factor;
rasterization_state_create_info.depthBiasClamp = p_rasterization_state.depth_bias_clamp;
rasterization_state_create_info.depthBiasSlopeFactor = p_rasterization_state.depth_bias_slope_factor;
@@ -7729,7 +7757,7 @@ 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) {
@@ -8062,7 +8090,7 @@ void RenderingDeviceVulkan::_draw_list_free(Rect2i *r_last_viewport) {
_THREAD_SAFE_UNLOCK_
}
-void RenderingDeviceVulkan::draw_list_end(uint32_t p_post_barrier) {
+void RenderingDeviceVulkan::draw_list_end(BitField<BarrierMask> p_post_barrier) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND_MSG(!draw_list, "Immediate draw list is already inactive.");
@@ -8084,15 +8112,15 @@ void RenderingDeviceVulkan::draw_list_end(uint32_t p_post_barrier) {
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT /*| VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT*/;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT /*| VK_ACCESS_INDIRECT_COMMAND_READ_BIT*/;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
}
@@ -8570,20 +8598,20 @@ void RenderingDeviceVulkan::compute_list_add_barrier(ComputeListID p_list) {
#endif
}
-void RenderingDeviceVulkan::compute_list_end(uint32_t p_post_barrier) {
+void RenderingDeviceVulkan::compute_list_end(BitField<BarrierMask> p_post_barrier) {
ERR_FAIL_COND(!compute_list);
uint32_t barrier_flags = 0;
uint32_t access_flags = 0;
- if (p_post_barrier & BARRIER_MASK_COMPUTE) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
- if (p_post_barrier & BARRIER_MASK_RASTER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_RASTER)) {
barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
}
- if (p_post_barrier & BARRIER_MASK_TRANSFER) {
+ if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
}
@@ -8651,43 +8679,45 @@ void RenderingDeviceVulkan::compute_list_end(uint32_t p_post_barrier) {
_THREAD_SAFE_UNLOCK_
}
-void RenderingDeviceVulkan::barrier(uint32_t p_from, uint32_t p_to) {
+void RenderingDeviceVulkan::barrier(BitField<BarrierMask> p_from, BitField<BarrierMask> p_to) {
uint32_t src_barrier_flags = 0;
uint32_t src_access_flags = 0;
- if (p_from & BARRIER_MASK_COMPUTE) {
- src_barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
- src_access_flags |= VK_ACCESS_SHADER_WRITE_BIT;
- }
- if (p_from & BARRIER_MASK_RASTER) {
- src_barrier_flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
- src_access_flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
- }
- if (p_from & BARRIER_MASK_TRANSFER) {
- src_barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
- src_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
- }
if (p_from == 0) {
src_barrier_flags = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
+ } else {
+ if (p_from.has_flag(BARRIER_MASK_COMPUTE)) {
+ src_barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
+ src_access_flags |= VK_ACCESS_SHADER_WRITE_BIT;
+ }
+ if (p_from.has_flag(BARRIER_MASK_RASTER)) {
+ src_barrier_flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
+ src_access_flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ }
+ if (p_from.has_flag(BARRIER_MASK_TRANSFER)) {
+ src_barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
+ src_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
+ }
}
uint32_t dst_barrier_flags = 0;
uint32_t dst_access_flags = 0;
- if (p_to & BARRIER_MASK_COMPUTE) {
- dst_barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
- dst_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
- }
- if (p_to & BARRIER_MASK_RASTER) {
- dst_barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
- dst_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
- }
- if (p_to & BARRIER_MASK_TRANSFER) {
- dst_barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
- dst_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
- }
if (p_to == 0) {
dst_barrier_flags = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
+ } else {
+ if (p_to.has_flag(BARRIER_MASK_COMPUTE)) {
+ dst_barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
+ dst_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
+ }
+ if (p_to.has_flag(BARRIER_MASK_RASTER)) {
+ dst_barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
+ dst_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
+ }
+ if (p_to.has_flag(BARRIER_MASK_TRANSFER)) {
+ dst_barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
+ dst_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
+ }
}
_memory_barrier(src_barrier_flags, dst_barrier_flags, src_access_flags, dst_access_flags, true);
@@ -9164,7 +9194,7 @@ void RenderingDeviceVulkan::_free_pending_resources(int p_frame) {
Texture *texture = &frames[p_frame].textures_to_dispose_of.front()->get();
if (texture->bound) {
- WARN_PRINT("Deleted a texture while it was bound..");
+ WARN_PRINT("Deleted a texture while it was bound.");
}
vkDestroyImageView(device, texture->view, nullptr);
if (texture->owner.is_null()) {
@@ -9365,12 +9395,10 @@ 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;
@@ -9378,7 +9406,7 @@ 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.
@@ -9393,7 +9421,7 @@ void RenderingDeviceVulkan::initialize(VulkanContext *p_context, bool p_local_de
ERR_CONTINUE(err != OK);
}
- max_descriptors_per_pool = GLOBAL_DEF("rendering/rendering_device/descriptor_pools/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));
@@ -9688,6 +9716,10 @@ 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;
@@ -9700,6 +9732,12 @@ uint64_t RenderingDeviceVulkan::limit_get(Limit p_limit) const {
VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
return subgroup_capabilities.supported_operations_flags_rd();
}
+ case LIMIT_VRS_TEXEL_WIDTH: {
+ return context->get_vrs_capabilities().texel_size.x;
+ }
+ case LIMIT_VRS_TEXEL_HEIGHT: {
+ return context->get_vrs_capabilities().texel_size.y;
+ }
default:
ERR_FAIL_V(0);
}
diff --git a/drivers/vulkan/rendering_device_vulkan.h b/drivers/vulkan/rendering_device_vulkan.h
index 7c75e9bb2e..c6e1830e90 100644
--- a/drivers/vulkan/rendering_device_vulkan.h
+++ b/drivers/vulkan/rendering_device_vulkan.h
@@ -162,7 +162,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
uint32_t texture_upload_region_size_px = 0;
Vector<uint8_t> _texture_get_data_from_image(Texture *tex, VkImage p_image, VmaAllocation p_allocation, uint32_t p_layer, bool p_2d = false);
- Error _texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier, bool p_use_setup_queue);
+ Error _texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, bool p_use_setup_queue);
/*****************/
/**** SAMPLER ****/
@@ -909,7 +909,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures);
_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
- Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, uint32_t p_post_barrier);
+ Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
void _draw_list_free(Rect2i *r_last_viewport = nullptr);
@@ -1052,17 +1052,17 @@ public:
virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, uint64_t p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
+ virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);
- virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const;
+ virtual bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<RenderingDevice::TextureUsageBits> p_usage) const;
virtual bool texture_is_shared(RID p_texture);
virtual bool texture_is_valid(RID p_texture);
virtual Size2i texture_size(RID p_texture);
- virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, uint32_t p_post_barrier = BARRIER_MASK_ALL);
- virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, uint32_t p_post_barrier = BARRIER_MASK_ALL);
- virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, uint32_t p_post_barrier = BARRIER_MASK_ALL);
+ virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
+ virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
+ virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
/*********************/
/**** FRAMEBUFFER ****/
@@ -1095,7 +1095,7 @@ public:
// Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated.
virtual VertexFormatID vertex_format_create(const Vector<VertexAttribute> &p_vertex_formats);
- virtual RID vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers);
+ virtual RID vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers, const Vector<uint64_t> &p_offsets = Vector<uint64_t>());
virtual RID index_buffer_create(uint32_t p_size_indices, IndexBufferFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_restart_indices = false);
@@ -1124,8 +1124,8 @@ public:
virtual bool uniform_set_is_valid(RID p_uniform_set);
virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata);
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL); // Works for any buffer.
- virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL);
+ virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS); // Works for any buffer.
+ virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
virtual Vector<uint8_t> buffer_get_data(RID p_buffer);
/*************************/
@@ -1176,7 +1176,7 @@ public:
virtual DrawListID draw_list_switch_to_next_pass();
virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);
- virtual void draw_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL);
+ virtual void draw_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
/***********************/
/**** COMPUTE LISTS ****/
@@ -1191,9 +1191,9 @@ public:
virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads);
virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset);
- virtual void compute_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL);
+ virtual void compute_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual void barrier(uint32_t p_from = BARRIER_MASK_ALL, uint32_t p_to = BARRIER_MASK_ALL);
+ virtual void barrier(BitField<BarrierMask> p_from = BARRIER_MASK_ALL_BARRIERS, BitField<BarrierMask> p_to = BARRIER_MASK_ALL_BARRIERS);
virtual void full_barrier();
/**************/
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index 1ab8914624..028c7dca6f 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -48,15 +48,119 @@
VulkanHooks *VulkanContext::vulkan_hooks = nullptr;
-VkResult VulkanContext::vkCreateRenderPass2KHR(VkDevice p_device, const VkRenderPassCreateInfo2 *p_create_info, const VkAllocationCallbacks *p_allocator, VkRenderPass *p_render_pass) {
- if (fpCreateRenderPass2KHR == nullptr) {
- fpCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)vkGetInstanceProcAddr(inst, "vkCreateRenderPass2KHR");
+Vector<VkAttachmentReference> VulkanContext::_convert_VkAttachmentReference2(uint32_t p_count, const VkAttachmentReference2 *p_refs) {
+ Vector<VkAttachmentReference> att_refs;
+
+ if (p_refs != nullptr) {
+ for (uint32_t i = 0; i < p_count; i++) {
+ // We lose aspectMask in this conversion but we don't use it currently.
+
+ VkAttachmentReference ref = {
+ p_refs[i].attachment, /* attachment */
+ p_refs[i].layout /* layout */
+ };
+
+ att_refs.push_back(ref);
+ }
}
- if (fpCreateRenderPass2KHR == nullptr) {
- return VK_ERROR_EXTENSION_NOT_PRESENT;
+ return att_refs;
+}
+
+VkResult VulkanContext::vkCreateRenderPass2KHR(VkDevice p_device, const VkRenderPassCreateInfo2 *p_create_info, const VkAllocationCallbacks *p_allocator, VkRenderPass *p_render_pass) {
+ if (is_device_extension_enabled(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME)) {
+ if (fpCreateRenderPass2KHR == nullptr) {
+ fpCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)vkGetDeviceProcAddr(p_device, "vkCreateRenderPass2KHR");
+ }
+
+ if (fpCreateRenderPass2KHR == nullptr) {
+ return VK_ERROR_EXTENSION_NOT_PRESENT;
+ } else {
+ return (fpCreateRenderPass2KHR)(p_device, p_create_info, p_allocator, p_render_pass);
+ }
} else {
- return (fpCreateRenderPass2KHR)(p_device, p_create_info, p_allocator, p_render_pass);
+ // need to fall back on vkCreateRenderPass
+
+ const void *next = p_create_info->pNext; // ATM we only support multiview which should work if supported.
+
+ Vector<VkAttachmentDescription> attachments;
+ for (uint32_t i = 0; i < p_create_info->attachmentCount; i++) {
+ // Basically the old layout just misses type and next.
+ VkAttachmentDescription att = {
+ p_create_info->pAttachments[i].flags, /* flags */
+ p_create_info->pAttachments[i].format, /* format */
+ p_create_info->pAttachments[i].samples, /* samples */
+ p_create_info->pAttachments[i].loadOp, /* loadOp */
+ p_create_info->pAttachments[i].storeOp, /* storeOp */
+ p_create_info->pAttachments[i].stencilLoadOp, /* stencilLoadOp */
+ p_create_info->pAttachments[i].stencilStoreOp, /* stencilStoreOp */
+ p_create_info->pAttachments[i].initialLayout, /* initialLayout */
+ p_create_info->pAttachments[i].finalLayout /* finalLayout */
+ };
+
+ attachments.push_back(att);
+ }
+
+ Vector<VkSubpassDescription> subpasses;
+ for (uint32_t i = 0; i < p_create_info->subpassCount; i++) {
+ // Here we need to do more, again it's just stripping out type and next
+ // but we have VkAttachmentReference2 to convert to VkAttachmentReference.
+ // Also viewmask is not supported but we don't use it outside of multiview.
+
+ Vector<VkAttachmentReference> input_attachments = _convert_VkAttachmentReference2(p_create_info->pSubpasses[i].inputAttachmentCount, p_create_info->pSubpasses[i].pInputAttachments);
+ Vector<VkAttachmentReference> color_attachments = _convert_VkAttachmentReference2(p_create_info->pSubpasses[i].colorAttachmentCount, p_create_info->pSubpasses[i].pColorAttachments);
+ Vector<VkAttachmentReference> resolve_attachments = _convert_VkAttachmentReference2(p_create_info->pSubpasses[i].colorAttachmentCount, p_create_info->pSubpasses[i].pResolveAttachments);
+ Vector<VkAttachmentReference> depth_attachments = _convert_VkAttachmentReference2(p_create_info->pSubpasses[i].colorAttachmentCount, p_create_info->pSubpasses[i].pDepthStencilAttachment);
+
+ VkSubpassDescription subpass = {
+ p_create_info->pSubpasses[i].flags, /* flags */
+ p_create_info->pSubpasses[i].pipelineBindPoint, /* pipelineBindPoint */
+ p_create_info->pSubpasses[i].inputAttachmentCount, /* inputAttachmentCount */
+ input_attachments.size() == 0 ? nullptr : input_attachments.ptr(), /* pInputAttachments */
+ p_create_info->pSubpasses[i].colorAttachmentCount, /* colorAttachmentCount */
+ color_attachments.size() == 0 ? nullptr : color_attachments.ptr(), /* pColorAttachments */
+ resolve_attachments.size() == 0 ? nullptr : resolve_attachments.ptr(), /* pResolveAttachments */
+ depth_attachments.size() == 0 ? nullptr : depth_attachments.ptr(), /* pDepthStencilAttachment */
+ p_create_info->pSubpasses[i].preserveAttachmentCount, /* preserveAttachmentCount */
+ p_create_info->pSubpasses[i].pPreserveAttachments /* pPreserveAttachments */
+ };
+
+ subpasses.push_back(subpass);
+ }
+
+ Vector<VkSubpassDependency> dependencies;
+ for (uint32_t i = 0; i < p_create_info->dependencyCount; i++) {
+ // We lose viewOffset here but again I don't believe we use this anywhere.
+ VkSubpassDependency dep = {
+ p_create_info->pDependencies[i].srcSubpass, /* srcSubpass */
+ p_create_info->pDependencies[i].dstSubpass, /* dstSubpass */
+ p_create_info->pDependencies[i].srcStageMask, /* srcStageMask */
+ p_create_info->pDependencies[i].dstStageMask, /* dstStageMask */
+ p_create_info->pDependencies[i].srcAccessMask, /* srcAccessMask */
+ p_create_info->pDependencies[i].dstAccessMask, /* dstAccessMask */
+ p_create_info->pDependencies[i].dependencyFlags, /* dependencyFlags */
+ };
+
+ dependencies.push_back(dep);
+ }
+
+ // CorrelatedViewMask is not supported in vkCreateRenderPass but we
+ // currently only use this for multiview.
+ // We'll need to look into this.
+
+ VkRenderPassCreateInfo create_info = {
+ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, /* sType */
+ next, /* pNext*/
+ p_create_info->flags, /* flags */
+ (uint32_t)attachments.size(), /* attachmentCount */
+ attachments.ptr(), /* pAttachments */
+ (uint32_t)subpasses.size(), /* subpassCount */
+ subpasses.ptr(), /* pSubpasses */
+ (uint32_t)dependencies.size(), /* */
+ dependencies.ptr(), /* */
+ };
+
+ return vkCreateRenderPass(device, &create_info, p_allocator, p_render_pass);
}
}
@@ -296,16 +400,28 @@ Error VulkanContext::_obtain_vulkan_version() {
return OK;
}
-Error VulkanContext::_initialize_extensions() {
- uint32_t instance_extension_count = 0;
+bool VulkanContext::instance_extensions_initialized = false;
+HashMap<CharString, bool> VulkanContext::requested_instance_extensions;
+
+void VulkanContext::register_requested_instance_extension(const CharString &extension_name, bool p_required) {
+ ERR_FAIL_COND_MSG(instance_extensions_initialized, "You can only registered extensions before the Vulkan instance is created");
+ ERR_FAIL_COND(requested_instance_extensions.has(extension_name));
- enabled_extension_count = 0;
- enabled_debug_utils = false;
- enabled_debug_report = false;
- // Look for instance extensions.
- VkBool32 surfaceExtFound = 0;
- VkBool32 platformSurfaceExtFound = 0;
- memset(extension_names, 0, sizeof(extension_names));
+ requested_instance_extensions[extension_name] = p_required;
+}
+
+Error VulkanContext::_initialize_instance_extensions() {
+ enabled_instance_extension_names.clear();
+
+ // Make sure our core extensions are here
+ register_requested_instance_extension(VK_KHR_SURFACE_EXTENSION_NAME, true);
+ register_requested_instance_extension(_get_platform_surface_extension(), true);
+
+ if (_use_validation_layers()) {
+ register_requested_instance_extension(VK_EXT_DEBUG_REPORT_EXTENSION_NAME, false);
+ }
+
+ register_requested_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, false);
// Only enable debug utils in verbose mode or DEV_ENABLED.
// End users would get spammed with messages of varying verbosity due to the
@@ -316,54 +432,141 @@ Error VulkanContext::_initialize_extensions() {
#else
bool want_debug_utils = OS::get_singleton()->is_stdout_verbose();
#endif
+ if (want_debug_utils) {
+ register_requested_instance_extension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, false);
+ }
+ // Load instance extensions that are available...
+ uint32_t instance_extension_count = 0;
VkResult err = vkEnumerateInstanceExtensionProperties(nullptr, &instance_extension_count, nullptr);
ERR_FAIL_COND_V(err != VK_SUCCESS && err != VK_INCOMPLETE, ERR_CANT_CREATE);
+ ERR_FAIL_COND_V_MSG(instance_extension_count == 0, ERR_CANT_CREATE, "No instance extensions found, is a driver installed?");
- if (instance_extension_count > 0) {
- VkExtensionProperties *instance_extensions = (VkExtensionProperties *)malloc(sizeof(VkExtensionProperties) * instance_extension_count);
- err = vkEnumerateInstanceExtensionProperties(nullptr, &instance_extension_count, instance_extensions);
- if (err != VK_SUCCESS && err != VK_INCOMPLETE) {
- free(instance_extensions);
- ERR_FAIL_V(ERR_CANT_CREATE);
+ VkExtensionProperties *instance_extensions = (VkExtensionProperties *)malloc(sizeof(VkExtensionProperties) * instance_extension_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &instance_extension_count, instance_extensions);
+ if (err != VK_SUCCESS && err != VK_INCOMPLETE) {
+ free(instance_extensions);
+ ERR_FAIL_V(ERR_CANT_CREATE);
+ }
+#ifdef DEV_ENABLED
+ for (uint32_t i = 0; i < instance_extension_count; i++) {
+ print_verbose(String("VULKAN: Found instance extension ") + String(instance_extensions[i].extensionName));
+ }
+#endif
+
+ // Enable all extensions that are supported and requested
+ for (uint32_t i = 0; i < instance_extension_count; i++) {
+ CharString extension_name(instance_extensions[i].extensionName);
+ if (requested_instance_extensions.has(extension_name)) {
+ enabled_instance_extension_names.insert(extension_name);
}
- for (uint32_t i = 0; i < instance_extension_count; i++) {
- if (!strcmp(VK_KHR_SURFACE_EXTENSION_NAME, instance_extensions[i].extensionName)) {
- surfaceExtFound = 1;
- extension_names[enabled_extension_count++] = VK_KHR_SURFACE_EXTENSION_NAME;
- }
+ }
- if (!strcmp(_get_platform_surface_extension(), instance_extensions[i].extensionName)) {
- platformSurfaceExtFound = 1;
- extension_names[enabled_extension_count++] = _get_platform_surface_extension();
- }
- if (!strcmp(VK_EXT_DEBUG_REPORT_EXTENSION_NAME, instance_extensions[i].extensionName)) {
- if (_use_validation_layers()) {
- extension_names[enabled_extension_count++] = VK_EXT_DEBUG_REPORT_EXTENSION_NAME;
- enabled_debug_report = true;
- }
- }
- if (!strcmp(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, instance_extensions[i].extensionName)) {
- if (want_debug_utils) {
- extension_names[enabled_extension_count++] = VK_EXT_DEBUG_UTILS_EXTENSION_NAME;
- enabled_debug_utils = true;
- }
- }
- if (!strcmp(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, instance_extensions[i].extensionName)) {
- extension_names[enabled_extension_count++] = VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME;
- }
- if (enabled_extension_count >= MAX_EXTENSIONS) {
+ // Now check our requested extensions
+ for (KeyValue<CharString, bool> &requested_extension : requested_instance_extensions) {
+ if (!enabled_instance_extension_names.has(requested_extension.key)) {
+ if (requested_extension.value) {
free(instance_extensions);
- ERR_FAIL_V_MSG(ERR_BUG, "Enabled extension count reaches MAX_EXTENSIONS, BUG");
+ ERR_FAIL_V_MSG(ERR_BUG, String("Required extension ") + String(requested_extension.key) + String(" not found, is a driver installed?"));
+ } else {
+ print_verbose(String("Optional extension ") + String(requested_extension.key) + String(" not found"));
}
}
+ }
- free(instance_extensions);
+ free(instance_extensions);
+
+ instance_extensions_initialized = true;
+ return OK;
+}
+
+bool VulkanContext::device_extensions_initialized = false;
+HashMap<CharString, bool> VulkanContext::requested_device_extensions;
+
+void VulkanContext::register_requested_device_extension(const CharString &extension_name, bool p_required) {
+ ERR_FAIL_COND_MSG(device_extensions_initialized, "You can only registered extensions before the Vulkan instance is created");
+ ERR_FAIL_COND(requested_device_extensions.has(extension_name));
+
+ requested_device_extensions[extension_name] = p_required;
+}
+
+Error VulkanContext::_initialize_device_extensions() {
+ // Look for device extensions.
+ enabled_device_extension_names.clear();
+
+ // Make sure our core extensions are here
+ register_requested_device_extension(VK_KHR_SWAPCHAIN_EXTENSION_NAME, true);
+
+ register_requested_device_extension(VK_KHR_MULTIVIEW_EXTENSION_NAME, false);
+ register_requested_device_extension(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME, false);
+ register_requested_device_extension(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME, false);
+ register_requested_device_extension(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME, false);
+ register_requested_device_extension(VK_KHR_16BIT_STORAGE_EXTENSION_NAME, false);
+
+ // TODO consider the following extensions:
+ // - VK_KHR_spirv_1_4
+ // - VK_KHR_swapchain_mutable_format
+ // - VK_EXT_full_screen_exclusive
+ // - VK_EXT_hdr_metadata
+ // - VK_KHR_depth_stencil_resolve
+
+ // Even though the user "enabled" the extension via the command
+ // line, we must make sure that it's enumerated for use with the
+ // device. Therefore, disable it here, and re-enable it again if
+ // enumerated.
+ if (VK_KHR_incremental_present_enabled) {
+ register_requested_device_extension(VK_KHR_INCREMENTAL_PRESENT_EXTENSION_NAME, false);
+ }
+ if (VK_GOOGLE_display_timing_enabled) {
+ register_requested_device_extension(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME, false);
}
- ERR_FAIL_COND_V_MSG(!surfaceExtFound, ERR_CANT_CREATE, "No surface extension found, is a driver installed?");
- ERR_FAIL_COND_V_MSG(!platformSurfaceExtFound, ERR_CANT_CREATE, "No platform surface extension found, is a driver installed?");
+ // obtain available device extensions
+ uint32_t device_extension_count = 0;
+ VkResult err = vkEnumerateDeviceExtensionProperties(gpu, nullptr, &device_extension_count, nullptr);
+ ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
+ ERR_FAIL_COND_V_MSG(device_extension_count == 0, ERR_CANT_CREATE,
+ "vkEnumerateDeviceExtensionProperties failed to find any extensions\n\n"
+ "Do you have a compatible Vulkan installable client driver (ICD) installed?\n"
+ "vkCreateInstance Failure");
+
+ VkExtensionProperties *device_extensions = (VkExtensionProperties *)malloc(sizeof(VkExtensionProperties) * device_extension_count);
+ err = vkEnumerateDeviceExtensionProperties(gpu, nullptr, &device_extension_count, device_extensions);
+ if (err) {
+ free(device_extensions);
+ ERR_FAIL_V(ERR_CANT_CREATE);
+ }
+
+#ifdef DEV_ENABLED
+ for (uint32_t i = 0; i < device_extension_count; i++) {
+ print_verbose(String("VULKAN: Found device extension ") + String(device_extensions[i].extensionName));
+ }
+#endif
+
+ // Enable all extensions that are supported and requested
+ for (uint32_t i = 0; i < device_extension_count; i++) {
+ CharString extension_name(device_extensions[i].extensionName);
+ if (requested_device_extensions.has(extension_name)) {
+ enabled_device_extension_names.insert(extension_name);
+ }
+ }
+
+ // Now check our requested extensions
+ for (KeyValue<CharString, bool> &requested_extension : requested_device_extensions) {
+ if (!enabled_device_extension_names.has(requested_extension.key)) {
+ if (requested_extension.value) {
+ free(device_extensions);
+ ERR_FAIL_V_MSG(ERR_BUG,
+ String("vkEnumerateDeviceExtensionProperties failed to find the ") + String(requested_extension.key) + String(" extension.\n\nDo you have a compatible Vulkan installable client driver (ICD) installed?\nvkCreateInstance Failure"));
+ } else {
+ print_verbose(String("Optional extension ") + String(requested_extension.key) + String(" not found"));
+ }
+ }
+ }
+ free(device_extensions);
+
+ device_extensions_initialized = true;
return OK;
}
@@ -521,6 +724,9 @@ Error VulkanContext::_check_capabilities() {
vrs_capabilities.pipeline_vrs_supported = false;
vrs_capabilities.primitive_vrs_supported = false;
vrs_capabilities.attachment_vrs_supported = false;
+ vrs_capabilities.min_texel_size = Size2i();
+ vrs_capabilities.max_texel_size = Size2i();
+ vrs_capabilities.texel_size = Size2i();
multiview_capabilities.is_supported = false;
multiview_capabilities.geometry_shader_is_supported = false;
multiview_capabilities.tessellation_shader_is_supported = false;
@@ -537,155 +743,176 @@ Error VulkanContext::_check_capabilities() {
storage_buffer_capabilities.storage_push_constant_16_is_supported = false;
storage_buffer_capabilities.storage_input_output_16 = false;
- // Check for extended features.
- PFN_vkGetPhysicalDeviceFeatures2 vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2");
- if (vkGetPhysicalDeviceFeatures2_func == nullptr) {
- // In Vulkan 1.0 might be accessible under its original extension name.
- vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2KHR");
- }
- if (vkGetPhysicalDeviceFeatures2_func != nullptr) {
- // Check our extended features.
- VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features = {
- /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR,
- /*pNext*/ nullptr,
- /*pipelineFragmentShadingRate*/ false,
- /*primitiveFragmentShadingRate*/ false,
- /*attachmentFragmentShadingRate*/ false,
- };
-
- VkPhysicalDeviceShaderFloat16Int8FeaturesKHR shader_features = {
- /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR,
- /*pNext*/ &vrs_features,
- /*shaderFloat16*/ false,
- /*shaderInt8*/ false,
- };
+ if (is_instance_extension_enabled(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) {
+ // Check for extended features.
+ PFN_vkGetPhysicalDeviceFeatures2 vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2");
+ if (vkGetPhysicalDeviceFeatures2_func == nullptr) {
+ // In Vulkan 1.0 might be accessible under its original extension name.
+ vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2KHR");
+ }
+ if (vkGetPhysicalDeviceFeatures2_func != nullptr) {
+ // Check our extended features.
+ VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features = {
+ /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR,
+ /*pNext*/ nullptr,
+ /*pipelineFragmentShadingRate*/ false,
+ /*primitiveFragmentShadingRate*/ false,
+ /*attachmentFragmentShadingRate*/ false,
+ };
- VkPhysicalDevice16BitStorageFeaturesKHR storage_feature = {
- /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR,
- /*pNext*/ &shader_features,
- /*storageBuffer16BitAccess*/ false,
- /*uniformAndStorageBuffer16BitAccess*/ false,
- /*storagePushConstant16*/ false,
- /*storageInputOutput16*/ false,
- };
+ VkPhysicalDeviceShaderFloat16Int8FeaturesKHR shader_features = {
+ /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR,
+ /*pNext*/ &vrs_features,
+ /*shaderFloat16*/ false,
+ /*shaderInt8*/ false,
+ };
- VkPhysicalDeviceMultiviewFeatures multiview_features = {
- /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES,
- /*pNext*/ &storage_feature,
- /*multiview*/ false,
- /*multiviewGeometryShader*/ false,
- /*multiviewTessellationShader*/ false,
- };
+ VkPhysicalDevice16BitStorageFeaturesKHR storage_feature = {
+ /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR,
+ /*pNext*/ &shader_features,
+ /*storageBuffer16BitAccess*/ false,
+ /*uniformAndStorageBuffer16BitAccess*/ false,
+ /*storagePushConstant16*/ false,
+ /*storageInputOutput16*/ false,
+ };
- VkPhysicalDeviceFeatures2 device_features;
- device_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
- device_features.pNext = &multiview_features;
+ VkPhysicalDeviceMultiviewFeatures multiview_features = {
+ /*sType*/ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES,
+ /*pNext*/ &storage_feature,
+ /*multiview*/ false,
+ /*multiviewGeometryShader*/ false,
+ /*multiviewTessellationShader*/ false,
+ };
- vkGetPhysicalDeviceFeatures2_func(gpu, &device_features);
+ VkPhysicalDeviceFeatures2 device_features;
+ device_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
+ device_features.pNext = &multiview_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;
+ vkGetPhysicalDeviceFeatures2_func(gpu, &device_features);
- 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;
+ // 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
+ if (is_device_extension_enabled(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME)) {
+ vrs_capabilities.pipeline_vrs_supported = vrs_features.pipelineFragmentShadingRate;
+ vrs_capabilities.primitive_vrs_supported = vrs_features.primitiveFragmentShadingRate;
+ vrs_capabilities.attachment_vrs_supported = vrs_features.attachmentFragmentShadingRate;
+ }
- shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
- shader_capabilities.shader_int8_is_supported = shader_features.shaderInt8;
+ if (is_device_extension_enabled(VK_KHR_MULTIVIEW_EXTENSION_NAME)) {
+ 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;
+ }
- 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;
- }
+ if (is_device_extension_enabled(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME)) {
+ shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
+ shader_capabilities.shader_int8_is_supported = shader_features.shaderInt8;
+ }
- // Check extended properties.
- PFN_vkGetPhysicalDeviceProperties2 device_properties_func = (PFN_vkGetPhysicalDeviceProperties2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceProperties2");
- if (device_properties_func == nullptr) {
- // In Vulkan 1.0 might be accessible under its original extension name.
- device_properties_func = (PFN_vkGetPhysicalDeviceProperties2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceProperties2KHR");
- }
- if (device_properties_func != nullptr) {
- VkPhysicalDeviceFragmentShadingRatePropertiesKHR vrsProperties{};
- VkPhysicalDeviceMultiviewProperties multiviewProperties{};
- VkPhysicalDeviceSubgroupProperties subgroupProperties{};
- VkPhysicalDeviceProperties2 physicalDeviceProperties{};
- void *nextptr = nullptr;
+ if (is_device_extension_enabled(VK_KHR_16BIT_STORAGE_EXTENSION_NAME)) {
+ 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;
+ }
+ }
- subgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
- subgroupProperties.pNext = nextptr;
- nextptr = &subgroupProperties;
+ // Check extended properties.
+ PFN_vkGetPhysicalDeviceProperties2 device_properties_func = (PFN_vkGetPhysicalDeviceProperties2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceProperties2");
+ if (device_properties_func == nullptr) {
+ // In Vulkan 1.0 might be accessible under its original extension name.
+ device_properties_func = (PFN_vkGetPhysicalDeviceProperties2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceProperties2KHR");
+ }
+ if (device_properties_func != nullptr) {
+ VkPhysicalDeviceFragmentShadingRatePropertiesKHR vrsProperties{};
+ VkPhysicalDeviceMultiviewProperties multiviewProperties{};
+ VkPhysicalDeviceSubgroupProperties subgroupProperties{};
+ VkPhysicalDeviceProperties2 physicalDeviceProperties{};
+ void *nextptr = nullptr;
+
+ 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;
- multiviewProperties.pNext = nextptr;
+ if (multiview_capabilities.is_supported) {
+ multiviewProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES;
+ multiviewProperties.pNext = nextptr;
- nextptr = &multiviewProperties;
- }
+ nextptr = &multiviewProperties;
+ }
- if (vrs_capabilities.attachment_vrs_supported) {
- vrsProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR;
- vrsProperties.pNext = nextptr;
+ if (vrs_capabilities.attachment_vrs_supported) {
+ vrsProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR;
+ vrsProperties.pNext = nextptr;
- nextptr = &vrsProperties;
- }
+ nextptr = &vrsProperties;
+ }
- physicalDeviceProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
- physicalDeviceProperties.pNext = nextptr;
+ physicalDeviceProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
+ physicalDeviceProperties.pNext = nextptr;
- device_properties_func(gpu, &physicalDeviceProperties);
+ device_properties_func(gpu, &physicalDeviceProperties);
- subgroup_capabilities.size = subgroupProperties.subgroupSize;
- subgroup_capabilities.supportedStages = subgroupProperties.supportedStages;
- subgroup_capabilities.supportedOperations = subgroupProperties.supportedOperations;
- // Note: quadOperationsInAllStages will be true if:
- // - supportedStages has VK_SHADER_STAGE_ALL_GRAPHICS + VK_SHADER_STAGE_COMPUTE_BIT.
- // - supportedOperations has VK_SUBGROUP_FEATURE_QUAD_BIT.
- subgroup_capabilities.quadOperationsInAllStages = subgroupProperties.quadOperationsInAllStages;
+ subgroup_capabilities.size = subgroupProperties.subgroupSize;
+ subgroup_capabilities.supportedStages = subgroupProperties.supportedStages;
+ subgroup_capabilities.supportedOperations = subgroupProperties.supportedOperations;
+ // Note: quadOperationsInAllStages will be true if:
+ // - supportedStages has VK_SHADER_STAGE_ALL_GRAPHICS + VK_SHADER_STAGE_COMPUTE_BIT.
+ // - supportedOperations has VK_SUBGROUP_FEATURE_QUAD_BIT.
+ subgroup_capabilities.quadOperationsInAllStages = subgroupProperties.quadOperationsInAllStages;
- if (vrs_capabilities.pipeline_vrs_supported || vrs_capabilities.primitive_vrs_supported || vrs_capabilities.attachment_vrs_supported) {
- print_verbose("- Vulkan Variable Rate Shading supported:");
- if (vrs_capabilities.pipeline_vrs_supported) {
- print_verbose(" Pipeline fragment shading rate");
- }
- if (vrs_capabilities.primitive_vrs_supported) {
- print_verbose(" Primitive fragment shading rate");
- }
- if (vrs_capabilities.attachment_vrs_supported) {
- // TODO expose these somehow to the end user.
- vrs_capabilities.min_texel_size.x = vrsProperties.minFragmentShadingRateAttachmentTexelSize.width;
- vrs_capabilities.min_texel_size.y = vrsProperties.minFragmentShadingRateAttachmentTexelSize.height;
- vrs_capabilities.max_texel_size.x = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.width;
- vrs_capabilities.max_texel_size.y = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.height;
+ if (vrs_capabilities.pipeline_vrs_supported || vrs_capabilities.primitive_vrs_supported || vrs_capabilities.attachment_vrs_supported) {
+ print_verbose("- Vulkan Variable Rate Shading supported:");
+ if (vrs_capabilities.pipeline_vrs_supported) {
+ print_verbose(" Pipeline fragment shading rate");
+ }
+ if (vrs_capabilities.primitive_vrs_supported) {
+ print_verbose(" Primitive fragment shading rate");
+ }
+ if (vrs_capabilities.attachment_vrs_supported) {
+ // TODO expose these somehow to the end user.
+ vrs_capabilities.min_texel_size.x = vrsProperties.minFragmentShadingRateAttachmentTexelSize.width;
+ vrs_capabilities.min_texel_size.y = vrsProperties.minFragmentShadingRateAttachmentTexelSize.height;
+ vrs_capabilities.max_texel_size.x = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.width;
+ vrs_capabilities.max_texel_size.y = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.height;
+
+ // We'll attempt to default to a texel size of 16x16
+ vrs_capabilities.texel_size.x = CLAMP(16, vrs_capabilities.min_texel_size.x, vrs_capabilities.max_texel_size.x);
+ vrs_capabilities.texel_size.y = CLAMP(16, vrs_capabilities.min_texel_size.y, vrs_capabilities.max_texel_size.y);
+
+ print_verbose(String(" Attachment fragment shading rate") + String(", min texel size: (") + itos(vrs_capabilities.min_texel_size.x) + String(", ") + itos(vrs_capabilities.min_texel_size.y) + String(")") + String(", max texel size: (") + itos(vrs_capabilities.max_texel_size.x) + String(", ") + itos(vrs_capabilities.max_texel_size.y) + String(")"));
+ }
- print_verbose(String(" Attachment fragment shading rate") + String(", min texel size: (") + itos(vrs_capabilities.min_texel_size.x) + String(", ") + itos(vrs_capabilities.min_texel_size.y) + String(")") + String(", max texel size: (") + itos(vrs_capabilities.max_texel_size.x) + String(", ") + itos(vrs_capabilities.max_texel_size.y) + String(")"));
+ } else {
+ print_verbose("- Vulkan Variable Rate Shading not supported");
}
- } else {
- print_verbose("- Vulkan Variable Rate Shading not supported");
- }
+ if (multiview_capabilities.is_supported) {
+ multiview_capabilities.max_view_count = multiviewProperties.maxMultiviewViewCount;
+ multiview_capabilities.max_instance_count = multiviewProperties.maxMultiviewInstanceIndex;
- if (multiview_capabilities.is_supported) {
- multiview_capabilities.max_view_count = multiviewProperties.maxMultiviewViewCount;
- multiview_capabilities.max_instance_count = multiviewProperties.maxMultiviewInstanceIndex;
+ print_verbose("- Vulkan multiview supported:");
+ print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
+ print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count));
+ } else {
+ print_verbose("- Vulkan multiview not supported");
+ }
- print_verbose("- Vulkan multiview supported:");
- print_verbose(" max view count: " + itos(multiview_capabilities.max_view_count));
- print_verbose(" max instances: " + itos(multiview_capabilities.max_instance_count));
+ print_verbose("- Vulkan subgroup:");
+ print_verbose(" size: " + itos(subgroup_capabilities.size));
+ print_verbose(" stages: " + subgroup_capabilities.supported_stages_desc());
+ print_verbose(" supported ops: " + subgroup_capabilities.supported_operations_desc());
+ if (subgroup_capabilities.quadOperationsInAllStages) {
+ print_verbose(" quad operations in all stages");
+ }
} else {
- print_verbose("- Vulkan multiview not supported");
+ print_verbose("- Couldn't call vkGetPhysicalDeviceProperties2");
}
-
- print_verbose("- Vulkan subgroup:");
- print_verbose(" size: " + itos(subgroup_capabilities.size));
- print_verbose(" stages: " + subgroup_capabilities.supported_stages_desc());
- print_verbose(" supported ops: " + subgroup_capabilities.supported_operations_desc());
- if (subgroup_capabilities.quadOperationsInAllStages) {
- print_verbose(" quad operations in all stages");
- }
- } else {
- print_verbose("- Couldn't call vkGetPhysicalDeviceProperties2");
}
return OK;
@@ -697,13 +924,20 @@ Error VulkanContext::_create_instance() {
// Initialize extensions.
{
- Error err = _initialize_extensions();
+ Error err = _initialize_instance_extensions();
if (err != OK) {
return err;
}
}
- CharString cs = ProjectSettings::get_singleton()->get("application/config/name").operator String().utf8();
+ int enabled_extension_count = 0;
+ const char *enabled_extension_names[MAX_EXTENSIONS];
+ ERR_FAIL_COND_V(enabled_instance_extension_names.size() > MAX_EXTENSIONS, ERR_CANT_CREATE);
+ for (const CharString &extension_name : enabled_instance_extension_names) {
+ enabled_extension_names[enabled_extension_count++] = extension_name.ptr();
+ }
+
+ CharString cs = GLOBAL_GET("application/config/name").operator String().utf8();
const VkApplicationInfo app = {
/*sType*/ VK_STRUCTURE_TYPE_APPLICATION_INFO,
/*pNext*/ nullptr,
@@ -717,7 +951,7 @@ Error VulkanContext::_create_instance() {
inst_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
inst_info.pApplicationInfo = &app;
inst_info.enabledExtensionCount = enabled_extension_count;
- inst_info.ppEnabledExtensionNames = (const char *const *)extension_names;
+ inst_info.ppEnabledExtensionNames = (const char *const *)enabled_extension_names;
if (_use_validation_layers()) {
_get_preferred_validation_layers(&inst_info.enabledLayerCount, &inst_info.ppEnabledLayerNames);
}
@@ -727,9 +961,9 @@ Error VulkanContext::_create_instance() {
* After the instance is created, we use the instance-based
* function to register the final callback.
*/
- VkDebugUtilsMessengerCreateInfoEXT dbg_messenger_create_info;
- VkDebugReportCallbackCreateInfoEXT dbg_report_callback_create_info{};
- if (enabled_debug_utils) {
+ VkDebugUtilsMessengerCreateInfoEXT dbg_messenger_create_info = {};
+ VkDebugReportCallbackCreateInfoEXT dbg_report_callback_create_info = {};
+ if (is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
// VK_EXT_debug_utils style.
dbg_messenger_create_info.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
dbg_messenger_create_info.pNext = nullptr;
@@ -742,7 +976,7 @@ Error VulkanContext::_create_instance() {
dbg_messenger_create_info.pfnUserCallback = _debug_messenger_callback;
dbg_messenger_create_info.pUserData = this;
inst_info.pNext = &dbg_messenger_create_info;
- } else if (enabled_debug_report) {
+ } else if (is_instance_extension_enabled(VK_EXT_DEBUG_REPORT_EXTENSION_NAME)) {
dbg_report_callback_create_info.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
dbg_report_callback_create_info.flags = VK_DEBUG_REPORT_INFORMATION_BIT_EXT |
VK_DEBUG_REPORT_WARNING_BIT_EXT |
@@ -782,7 +1016,7 @@ Error VulkanContext::_create_instance() {
volkLoadInstance(inst);
#endif
- if (enabled_debug_utils) {
+ if (is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
// Setup VK_EXT_debug_utils function pointers always (we use them for debug labels and names).
CreateDebugUtilsMessengerEXT =
(PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(inst, "vkCreateDebugUtilsMessengerEXT");
@@ -823,7 +1057,7 @@ Error VulkanContext::_create_instance() {
ERR_FAIL_V(ERR_CANT_CREATE);
break;
}
- } else if (enabled_debug_report) {
+ } else if (is_instance_extension_enabled(VK_EXT_DEBUG_REPORT_EXTENSION_NAME)) {
CreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(inst, "vkCreateDebugReportCallbackEXT");
DebugReportMessageEXT = (PFN_vkDebugReportMessageEXT)vkGetInstanceProcAddr(inst, "vkDebugReportMessageEXT");
DestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(inst, "vkDestroyDebugReportCallbackEXT");
@@ -1004,12 +1238,6 @@ Error VulkanContext::_create_physical_device(VkSurfaceKHR p_surface) {
free(physical_devices);
- // Look for device extensions.
- uint32_t device_extension_count = 0;
- VkBool32 swapchainExtFound = 0;
- enabled_extension_count = 0;
- memset(extension_names, 0, sizeof(extension_names));
-
// Get identifier properties.
vkGetPhysicalDeviceProperties(gpu, &gpu_props);
@@ -1035,83 +1263,13 @@ Error VulkanContext::_create_physical_device(VkSurfaceKHR p_surface) {
device_api_version = gpu_props.apiVersion;
- err = vkEnumerateDeviceExtensionProperties(gpu, nullptr, &device_extension_count, nullptr);
- ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
-
- if (device_extension_count > 0) {
- VkExtensionProperties *device_extensions = (VkExtensionProperties *)malloc(sizeof(VkExtensionProperties) * device_extension_count);
- err = vkEnumerateDeviceExtensionProperties(gpu, nullptr, &device_extension_count, device_extensions);
- if (err) {
- free(device_extensions);
- ERR_FAIL_V(ERR_CANT_CREATE);
- }
-
- for (uint32_t i = 0; i < device_extension_count; i++) {
- if (!strcmp(VK_KHR_SWAPCHAIN_EXTENSION_NAME, device_extensions[i].extensionName)) {
- swapchainExtFound = 1;
- extension_names[enabled_extension_count++] = VK_KHR_SWAPCHAIN_EXTENSION_NAME;
- }
- if (!strcmp(VK_KHR_MULTIVIEW_EXTENSION_NAME, device_extensions[i].extensionName)) {
- // If multiview is supported, enable it.
- extension_names[enabled_extension_count++] = VK_KHR_MULTIVIEW_EXTENSION_NAME;
- }
- if (!strcmp(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME, device_extensions[i].extensionName)) {
- // if shading rate image is supported, enable it
- extension_names[enabled_extension_count++] = VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME;
- }
- if (!strcmp(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME, device_extensions[i].extensionName)) {
- extension_names[enabled_extension_count++] = VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME;
- }
- if (enabled_extension_count >= MAX_EXTENSIONS) {
- free(device_extensions);
- ERR_FAIL_V_MSG(ERR_BUG, "Enabled extension count reaches MAX_EXTENSIONS, BUG");
- }
- }
-
- if (VK_KHR_incremental_present_enabled) {
- // Even though the user "enabled" the extension via the command
- // line, we must make sure that it's enumerated for use with the
- // device. Therefore, disable it here, and re-enable it again if
- // enumerated.
- VK_KHR_incremental_present_enabled = false;
- for (uint32_t i = 0; i < device_extension_count; i++) {
- if (!strcmp(VK_KHR_INCREMENTAL_PRESENT_EXTENSION_NAME, device_extensions[i].extensionName)) {
- extension_names[enabled_extension_count++] = VK_KHR_INCREMENTAL_PRESENT_EXTENSION_NAME;
- VK_KHR_incremental_present_enabled = true;
- }
- if (enabled_extension_count >= MAX_EXTENSIONS) {
- free(device_extensions);
- ERR_FAIL_V_MSG(ERR_BUG, "Enabled extension count reaches MAX_EXTENSIONS, BUG");
- }
- }
- }
-
- if (VK_GOOGLE_display_timing_enabled) {
- // Even though the user "enabled" the extension via the command
- // line, we must make sure that it's enumerated for use with the
- // device. Therefore, disable it here, and re-enable it again if
- // enumerated.
- VK_GOOGLE_display_timing_enabled = false;
- for (uint32_t i = 0; i < device_extension_count; i++) {
- if (!strcmp(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME, device_extensions[i].extensionName)) {
- extension_names[enabled_extension_count++] = VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME;
- VK_GOOGLE_display_timing_enabled = true;
- }
- if (enabled_extension_count >= MAX_EXTENSIONS) {
- free(device_extensions);
- ERR_FAIL_V_MSG(ERR_BUG, "Enabled extension count reaches MAX_EXTENSIONS, BUG");
- }
- }
+ {
+ Error _err = _initialize_device_extensions();
+ if (_err != OK) {
+ return _err;
}
-
- free(device_extensions);
}
- ERR_FAIL_COND_V_MSG(!swapchainExtFound, ERR_CANT_CREATE,
- "vkEnumerateDeviceExtensionProperties failed to find the " VK_KHR_SWAPCHAIN_EXTENSION_NAME
- " extension.\n\nDo you have a compatible Vulkan installable client driver (ICD) installed?\n"
- "vkCreateInstance Failure");
-
// Call with nullptr data to get count.
vkGetPhysicalDeviceQueueFamilyProperties(gpu, &queue_family_count, nullptr);
ERR_FAIL_COND_V(queue_family_count == 0, ERR_CANT_CREATE);
@@ -1172,7 +1330,7 @@ Error VulkanContext::_create_device() {
};
nextptr = &shader_features;
- VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features;
+ VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features = {};
if (vrs_capabilities.pipeline_vrs_supported || vrs_capabilities.primitive_vrs_supported || vrs_capabilities.attachment_vrs_supported) {
// Insert into our chain to enable these features if they are available.
vrs_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR;
@@ -1184,9 +1342,9 @@ Error VulkanContext::_create_device() {
nextptr = &vrs_features;
}
- VkPhysicalDeviceVulkan11Features vulkan11features;
- VkPhysicalDevice16BitStorageFeaturesKHR storage_feature;
- VkPhysicalDeviceMultiviewFeatures multiview_features;
+ VkPhysicalDeviceVulkan11Features vulkan11features = {};
+ VkPhysicalDevice16BitStorageFeaturesKHR storage_feature = {};
+ VkPhysicalDeviceMultiviewFeatures multiview_features = {};
if (vulkan_major > 1 || vulkan_minor >= 2) {
// In Vulkan 1.2 and newer we use a newer struct to enable various features.
@@ -1206,7 +1364,7 @@ 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;
@@ -1225,6 +1383,13 @@ Error VulkanContext::_create_device() {
}
}
+ uint32_t enabled_extension_count = 0;
+ const char *enabled_extension_names[MAX_EXTENSIONS];
+ ERR_FAIL_COND_V(enabled_device_extension_names.size() > MAX_EXTENSIONS, ERR_CANT_CREATE);
+ for (const CharString &extension_name : enabled_device_extension_names) {
+ enabled_extension_names[enabled_extension_count++] = extension_name.ptr();
+ }
+
VkDeviceCreateInfo sdevice = {
/*sType*/ VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
/*pNext*/ nextptr,
@@ -1234,7 +1399,7 @@ Error VulkanContext::_create_device() {
/*enabledLayerCount*/ 0,
/*ppEnabledLayerNames*/ nullptr,
/*enabledExtensionCount*/ enabled_extension_count,
- /*ppEnabledExtensionNames*/ (const char *const *)extension_names,
+ /*ppEnabledExtensionNames*/ (const char *const *)enabled_extension_names,
/*pEnabledFeatures*/ &physical_device_features, // If specific features are required, pass them in here.
};
if (separate_present_queue) {
@@ -1322,7 +1487,7 @@ Error VulkanContext::_initialize_queues(VkSurfaceKHR p_surface) {
GET_DEVICE_PROC_ADDR(device, GetSwapchainImagesKHR);
GET_DEVICE_PROC_ADDR(device, AcquireNextImageKHR);
GET_DEVICE_PROC_ADDR(device, QueuePresentKHR);
- if (VK_GOOGLE_display_timing_enabled) {
+ if (is_device_extension_enabled(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME)) {
GET_DEVICE_PROC_ADDR(device, GetRefreshCycleDurationGOOGLE);
GET_DEVICE_PROC_ADDR(device, GetPastPresentationTimingGOOGLE);
}
@@ -1353,7 +1518,7 @@ 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
@@ -1702,18 +1867,22 @@ 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;
+ }
}
}
@@ -2073,7 +2242,7 @@ Error VulkanContext::swap_buffers() {
VkResult err;
#if 0
- if (VK_GOOGLE_display_timing_enabled) {
+ if (is_device_extension_enabled(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME)) {
// Look at what happened to previous presents, and make appropriate
// adjustments in timing.
DemoUpdateTargetIPD(demo);
@@ -2194,7 +2363,7 @@ Error VulkanContext::swap_buffers() {
}
#if 0
- if (VK_KHR_incremental_present_enabled) {
+ if (is_device_extension_enabled(VK_KHR_incremental_present_enabled)) {
// If using VK_KHR_incremental_present, we provide a hint of the region
// that contains changed content relative to the previously-presented
// image. The implementation can use this hint in order to save
@@ -2225,7 +2394,7 @@ Error VulkanContext::swap_buffers() {
#endif
#if 0
- if (VK_GOOGLE_display_timing_enabled) {
+ if (is_device_extension_enabled(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME)) {
VkPresentTimeGOOGLE ptime;
if (prev_desired_present_time == 0) {
// This must be the first present for this swapchain.
@@ -2255,7 +2424,7 @@ Error VulkanContext::swap_buffers() {
/*swapchainCount*/ present.swapchainCount,
/*pTimes*/ &ptime,
};
- if (VK_GOOGLE_display_timing_enabled) {
+ if (is_device_extension_enabled(VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME)) {
present.pNext = &present_time;
}
}
@@ -2328,6 +2497,13 @@ RID VulkanContext::local_device_create() {
queues[0].pQueuePriorities = queue_priorities;
queues[0].flags = 0;
+ uint32_t enabled_extension_count = 0;
+ const char *enabled_extension_names[MAX_EXTENSIONS];
+ ERR_FAIL_COND_V(enabled_device_extension_names.size() > MAX_EXTENSIONS, RID());
+ for (const CharString &extension_name : enabled_device_extension_names) {
+ enabled_extension_names[enabled_extension_count++] = extension_name.ptr();
+ }
+
VkDeviceCreateInfo sdevice = {
/*sType =*/VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
/*pNext */ nullptr,
@@ -2337,7 +2513,7 @@ RID VulkanContext::local_device_create() {
/*enabledLayerCount */ 0,
/*ppEnabledLayerNames */ nullptr,
/*enabledExtensionCount */ enabled_extension_count,
- /*ppEnabledExtensionNames */ (const char *const *)extension_names,
+ /*ppEnabledExtensionNames */ (const char *const *)enabled_extension_names,
/*pEnabledFeatures */ &physical_device_features, // If specific features are required, pass them in here.
};
err = vkCreateDevice(gpu, &sdevice, nullptr, &ld.device);
@@ -2402,7 +2578,7 @@ void VulkanContext::local_device_free(RID p_local_device) {
}
void VulkanContext::command_begin_label(VkCommandBuffer p_command_buffer, String p_label_name, const Color p_color) {
- if (!enabled_debug_utils) {
+ if (!is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
return;
}
@@ -2419,7 +2595,7 @@ void VulkanContext::command_begin_label(VkCommandBuffer p_command_buffer, String
}
void VulkanContext::command_insert_label(VkCommandBuffer p_command_buffer, String p_label_name, const Color p_color) {
- if (!enabled_debug_utils) {
+ if (!is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
return;
}
CharString cs = p_label_name.utf8();
@@ -2435,14 +2611,14 @@ void VulkanContext::command_insert_label(VkCommandBuffer p_command_buffer, Strin
}
void VulkanContext::command_end_label(VkCommandBuffer p_command_buffer) {
- if (!enabled_debug_utils) {
+ if (!is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
return;
}
CmdEndDebugUtilsLabelEXT(p_command_buffer);
}
void VulkanContext::set_object_name(VkObjectType p_object_type, uint64_t p_object_handle, String p_object_name) {
- if (!enabled_debug_utils) {
+ if (!is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
return;
}
CharString obj_data = p_object_name.utf8();
@@ -2503,7 +2679,7 @@ VulkanContext::~VulkanContext() {
vkDestroySemaphore(device, image_ownership_semaphores[i], nullptr);
}
}
- if (inst_initialized && enabled_debug_utils) {
+ if (inst_initialized && is_instance_extension_enabled(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
DestroyDebugUtilsMessengerEXT(inst, dbg_messenger, nullptr);
}
if (inst_initialized && dbg_debug_report != VK_NULL_HANDLE) {
diff --git a/drivers/vulkan/vulkan_context.h b/drivers/vulkan/vulkan_context.h
index 7389e86ad7..0d49f5fe9f 100644
--- a/drivers/vulkan/vulkan_context.h
+++ b/drivers/vulkan/vulkan_context.h
@@ -34,6 +34,7 @@
#include "core/error/error_list.h"
#include "core/os/mutex.h"
#include "core/string/ustring.h"
+#include "core/templates/hash_map.h"
#include "core/templates/rb_map.h"
#include "core/templates/rid_owner.h"
#include "servers/display_server.h"
@@ -76,6 +77,8 @@ public:
Size2i min_texel_size;
Size2i max_texel_size;
+
+ Size2i texel_size; // The texel size we'll use
};
struct ShaderCapabilities {
@@ -182,18 +185,15 @@ private:
int command_buffer_count = 1;
// Extensions.
+ static bool instance_extensions_initialized;
+ static HashMap<CharString, bool> requested_instance_extensions;
+ HashSet<CharString> enabled_instance_extension_names;
+ static bool device_extensions_initialized;
+ static HashMap<CharString, bool> requested_device_extensions;
+ HashSet<CharString> enabled_device_extension_names;
bool VK_KHR_incremental_present_enabled = true;
bool VK_GOOGLE_display_timing_enabled = true;
- uint32_t enabled_extension_count = 0;
- const char *extension_names[MAX_EXTENSIONS];
- bool enabled_debug_utils = false;
-
- /**
- * True if VK_EXT_debug_report extension is used. VK_EXT_debug_report is deprecated but it is
- * still used if VK_EXT_debug_utils is not available.
- */
- bool enabled_debug_report = false;
PFN_vkCreateDebugUtilsMessengerEXT CreateDebugUtilsMessengerEXT = nullptr;
PFN_vkDestroyDebugUtilsMessengerEXT DestroyDebugUtilsMessengerEXT = nullptr;
@@ -222,7 +222,8 @@ private:
VkDebugReportCallbackEXT dbg_debug_report = VK_NULL_HANDLE;
Error _obtain_vulkan_version();
- Error _initialize_extensions();
+ Error _initialize_instance_extensions();
+ Error _initialize_device_extensions();
Error _check_capabilities();
VkBool32 _check_layers(uint32_t check_count, const char *const *check_names, uint32_t layer_count, VkLayerProperties *layers);
@@ -257,6 +258,8 @@ private:
Error _create_swap_chain();
Error _create_semaphores();
+ Vector<VkAttachmentReference> _convert_VkAttachmentReference2(uint32_t p_count, const VkAttachmentReference2 *p_refs);
+
protected:
virtual const char *_get_platform_surface_extension() const = 0;
@@ -270,6 +273,7 @@ protected:
public:
// Extension calls.
+ bool supports_renderpass2() const { return is_device_extension_enabled(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME); }
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; };
@@ -289,6 +293,16 @@ public:
static void set_vulkan_hooks(VulkanHooks *p_vulkan_hooks) { vulkan_hooks = p_vulkan_hooks; };
+ static void register_requested_instance_extension(const CharString &extension_name, bool p_required);
+ bool is_instance_extension_enabled(const CharString &extension_name) const {
+ return enabled_instance_extension_names.has(extension_name);
+ }
+
+ static void register_requested_device_extension(const CharString &extension_name, bool p_required);
+ bool is_device_extension_enabled(const CharString &extension_name) const {
+ return enabled_device_extension_names.has(extension_name);
+ }
+
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
int window_get_width(DisplayServer::WindowID p_window = 0);
int window_get_height(DisplayServer::WindowID p_window = 0);
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index fb90b776cf..f196530e51 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -201,7 +201,7 @@ public:
static CMMNotificationClient notif_client;
-Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit) {
+Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool p_reinit, bool p_no_audio_client_3) {
WAVEFORMATEX *pwfex;
IMMDeviceEnumerator *enumerator = nullptr;
IMMDevice *device = nullptr;
@@ -267,7 +267,7 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
}
}
- if (reinit) {
+ if (p_reinit) {
// In case we're trying to re-initialize the device prevent throwing this error on the console,
// otherwise if there is currently no device available this will spam the console.
if (hr != S_OK) {
@@ -285,6 +285,11 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
}
using_audio_client_3 = !p_capture; // IID_IAudioClient3 is only used for adjustable output latency (not input)
+
+ if (p_no_audio_client_3) {
+ using_audio_client_3 = false;
+ }
+
if (using_audio_client_3) {
hr = device->Activate(IID_IAudioClient3, CLSCTX_ALL, nullptr, (void **)&p_device->audio_client);
if (hr != S_OK) {
@@ -302,7 +307,7 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
SAFE_RELEASE(device)
- if (reinit) {
+ if (p_reinit) {
if (hr != S_OK) {
return ERR_CANT_OPEN;
}
@@ -413,7 +418,12 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
&fundamental_period_frames,
&min_period_frames,
&max_period_frames);
- ERR_FAIL_COND_V_MSG(hr != S_OK, ERR_CANT_OPEN, "WASAPI: GetSharedModeEnginePeriod failed with error 0x" + String::num_uint64(hr, 16) + ".");
+ if (hr != S_OK) {
+ print_verbose("WASAPI: GetSharedModeEnginePeriod failed with error 0x" + String::num_uint64(hr, 16) + ", falling back to IAudioClient.");
+ CoTaskMemFree(pwfex);
+ SAFE_RELEASE(device)
+ return audio_device_init(p_device, p_capture, p_reinit, true);
+ }
// Period frames must be an integral multiple of fundamental_period_frames or IAudioClient3 initialization will fail,
// so we need to select the closest multiple to the user-specified latency.
@@ -430,12 +440,25 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
buffer_frames = period_frames;
hr = device_audio_client_3->InitializeSharedAudioStream(0, period_frames, pwfex, nullptr);
- ERR_FAIL_COND_V_MSG(hr != S_OK, ERR_CANT_OPEN, "WASAPI: InitializeSharedAudioStream failed with error 0x" + String::num_uint64(hr, 16) + ".");
- uint32_t output_latency_in_frames;
- WAVEFORMATEX *current_pwfex;
- device_audio_client_3->GetCurrentSharedModeEnginePeriod(&current_pwfex, &output_latency_in_frames);
- real_latency = (float)output_latency_in_frames / (float)current_pwfex->nSamplesPerSec;
- CoTaskMemFree(current_pwfex);
+ if (hr != S_OK) {
+ print_verbose("WASAPI: InitializeSharedAudioStream failed with error 0x" + String::num_uint64(hr, 16) + ", falling back to IAudioClient.");
+ CoTaskMemFree(pwfex);
+ SAFE_RELEASE(device);
+ return audio_device_init(p_device, p_capture, p_reinit, true);
+ } else {
+ uint32_t output_latency_in_frames;
+ WAVEFORMATEX *current_pwfex;
+ hr = device_audio_client_3->GetCurrentSharedModeEnginePeriod(&current_pwfex, &output_latency_in_frames);
+ if (hr == OK) {
+ real_latency = (float)output_latency_in_frames / (float)current_pwfex->nSamplesPerSec;
+ CoTaskMemFree(current_pwfex);
+ } else {
+ print_verbose("WASAPI: GetCurrentSharedModeEnginePeriod failed with error 0x" + String::num_uint64(hr, 16) + ", falling back to IAudioClient.");
+ CoTaskMemFree(pwfex);
+ SAFE_RELEASE(device);
+ return audio_device_init(p_device, p_capture, p_reinit, true);
+ }
+ }
}
if (p_capture) {
@@ -452,8 +475,8 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
return OK;
}
-Error AudioDriverWASAPI::init_render_device(bool reinit) {
- Error err = audio_device_init(&audio_output, false, reinit);
+Error AudioDriverWASAPI::init_render_device(bool p_reinit) {
+ Error err = audio_device_init(&audio_output, false, p_reinit);
if (err != OK) {
return err;
}
@@ -484,8 +507,8 @@ Error AudioDriverWASAPI::init_render_device(bool reinit) {
return OK;
}
-Error AudioDriverWASAPI::init_capture_device(bool reinit) {
- Error err = audio_device_init(&audio_input, true, reinit);
+Error AudioDriverWASAPI::init_capture_device(bool p_reinit) {
+ Error err = audio_device_init(&audio_input, true, p_reinit);
if (err != OK) {
return err;
}
diff --git a/drivers/wasapi/audio_driver_wasapi.h b/drivers/wasapi/audio_driver_wasapi.h
index c30a54c042..fb6a55734d 100644
--- a/drivers/wasapi/audio_driver_wasapi.h
+++ b/drivers/wasapi/audio_driver_wasapi.h
@@ -83,13 +83,13 @@ class AudioDriverWASAPI : public AudioDriver {
static _FORCE_INLINE_ int32_t read_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i);
static void thread_func(void *p_udata);
- Error init_render_device(bool reinit = false);
- Error init_capture_device(bool reinit = false);
+ Error init_render_device(bool p_reinit = false);
+ Error init_capture_device(bool p_reinit = false);
Error finish_render_device();
Error finish_capture_device();
- Error audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit);
+ Error audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool p_reinit, bool p_no_audio_client_3 = false);
Error audio_device_finish(AudioDeviceWASAPI *p_device);
PackedStringArray audio_device_get_list(bool p_capture);