/*************************************************************************/ /* rasterizer_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_gles3.h" #ifdef GLES3_ENABLED #include "core/config/project_settings.h" #include "core/os/os.h" #include "storage/texture_storage.h" #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 #define _EXT_DEBUG_SOURCE_API_ARB 0x8246 #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 #define _EXT_DEBUG_OUTPUT 0x92E0 #ifndef GLAPIENTRY #if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED) #define GLAPIENTRY APIENTRY #else #define GLAPIENTRY #endif #endif #if !defined(IPHONE_ENABLED) && !defined(JAVASCRIPT_ENABLED) // We include EGL below to get debug callback on GLES2 platforms, // but EGL is not available on iOS. #define CAN_DEBUG #endif #if !defined(GLES_OVER_GL) && defined(CAN_DEBUG) #include #include #include #include #include #endif #if defined(MINGW_ENABLED) || defined(_MSC_VER) #define strcpy strcpy_s #endif void RasterizerGLES3::begin_frame(double frame_step) { frame++; delta = frame_step; time_total += frame_step; double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); time_total = Math::fmod(time_total, time_roll_over); canvas->set_time(time_total); scene->set_time(time_total, frame_step); storage->info.render_final = storage->info.render; storage->info.render.reset(); //scene->iteration(); } void RasterizerGLES3::end_frame(bool p_swap_buffers) { // if (OS::get_singleton()->is_layered_allowed()) { // if (!OS::get_singleton()->get_window_per_pixel_transparency_enabled()) { //clear alpha // glColorMask(false, false, false, true); // glClearColor(0.5, 0, 0, 1); // glClear(GL_COLOR_BUFFER_BIT); // glColorMask(true, true, true, true); // } // } // glClearColor(1, 0, 0, 1); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); if (p_swap_buffers) { DisplayServer::get_singleton()->swap_buffers(); } else { glFinish(); } } #ifdef CAN_DEBUG static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { if (type == _EXT_DEBUG_TYPE_OTHER_ARB) { return; } if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) { return; //these are ultimately annoying, so removing for now } char debSource[256], debType[256], debSev[256]; if (source == _EXT_DEBUG_SOURCE_API_ARB) { strcpy(debSource, "OpenGL"); } else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) { strcpy(debSource, "Windows"); } else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) { strcpy(debSource, "Shader Compiler"); } else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) { strcpy(debSource, "Third Party"); } else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) { strcpy(debSource, "Application"); } else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) { strcpy(debSource, "Other"); } if (type == _EXT_DEBUG_TYPE_ERROR_ARB) { strcpy(debType, "Error"); } else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) { strcpy(debType, "Deprecated behavior"); } else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) { strcpy(debType, "Undefined behavior"); } else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) { strcpy(debType, "Portability"); } else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) { strcpy(debType, "Performance"); } else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) { strcpy(debType, "Other"); } if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) { strcpy(debSev, "High"); } else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) { strcpy(debSev, "Medium"); } else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) { strcpy(debSev, "Low"); } String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; ERR_PRINT(output); } #endif typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam); typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam); void RasterizerGLES3::initialize() { print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name()); } void RasterizerGLES3::finalize() { memdelete(scene); memdelete(canvas); memdelete(storage); memdelete(light_storage); memdelete(particles_storage); memdelete(mesh_storage); memdelete(material_storage); memdelete(texture_storage); memdelete(config); } RasterizerGLES3::RasterizerGLES3() { #ifdef GLAD_ENABLED if (!gladLoadGL()) { 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, // or we need to actually test for this situation before constructing this. return; } #endif #ifdef GLAD_ENABLED if (OS::get_singleton()->is_stdout_verbose()) { if (GLAD_GL_ARB_debug_output) { glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, nullptr); glEnable(_EXT_DEBUG_OUTPUT); } else { print_line("OpenGL debugging not supported!"); } } #endif // GLAD_ENABLED // For debugging #ifdef CAN_DEBUG #ifdef GLES_OVER_GL if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) { glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); // glDebugMessageInsertARB( // GL_DEBUG_SOURCE_API_ARB, // GL_DEBUG_TYPE_OTHER_ARB, 1, // GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello"); } #else if (OS::get_singleton()->is_stdout_verbose()) { DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback"); if (!callback) { callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR"); } if (callback) { print_line("godot: ENABLING GL DEBUG"); glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); callback(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); } } #endif // GLES_OVER_GL #endif // CAN_DEBUG // OpenGL needs to be initialized before initializing the Rasterizers config = memnew(GLES3::Config); texture_storage = memnew(GLES3::TextureStorage); material_storage = memnew(GLES3::MaterialStorage); mesh_storage = memnew(GLES3::MeshStorage); particles_storage = memnew(GLES3::ParticlesStorage); light_storage = memnew(GLES3::LightStorage); copy_effects = memnew(GLES3::CopyEffects); storage = memnew(RasterizerStorageGLES3); canvas = memnew(RasterizerCanvasGLES3(storage)); scene = memnew(RasterizerSceneGLES3(storage)); } RasterizerGLES3::~RasterizerGLES3() { } void RasterizerGLES3::prepare_for_blitting_render_targets() { } void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); ERR_FAIL_COND(!rt); // TODO: do we need a keep 3d linear option? // Make sure we are drawing to the right context. DisplayServer::get_singleton()->gl_window_make_current(p_screen); if (rt->external.fbo != 0) { glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo); } 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); } // is this p_screen useless in a multi window environment? void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { // All blits are going to the system framebuffer, so just bind once. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); for (int i = 0; i < p_amount; i++) { const BlitToScreen &blit = p_render_targets[i]; RID rid_rt = blit.render_target; Rect2 dst_rect = blit.dst_rect; _blit_render_target_to_screen(rid_rt, p_screen, dst_rect); } } void RasterizerGLES3::set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter) { if (p_image.is_null() || p_image->is_empty()) { return; } Size2i win_size = DisplayServer::get_singleton()->screen_get_size(); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, win_size.width, win_size.height); glDisable(GL_BLEND); glDepthMask(GL_FALSE); if (false) { // if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) { glClearColor(0.0, 0.0, 0.0, 0.0); } else { glClearColor(p_color.r, p_color.g, p_color.b, 1.0); } glClear(GL_COLOR_BUFFER_BIT); RID texture = texture_storage->texture_allocate(); texture_storage->texture_2d_initialize(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); Rect2 screenrect; if (p_scale) { if (win_size.width > win_size.height) { //scale horizontally screenrect.size.y = win_size.height; screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y; screenrect.position.x = (win_size.width - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = win_size.width; screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x; screenrect.position.y = (win_size.height - screenrect.size.y) / 2; } } else { screenrect = imgrect; screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor(); } GLES3::Texture *t = texture_storage->get_texture(texture); glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, t->tex_id); glBindTexture(GL_TEXTURE_2D, 0); texture_storage->texture_free(texture); end_frame(true); } #endif // GLES3_ENABLED