/*************************************************************************/ /* rasterizer_storage_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_STORAGE_OPENGL_H #define RASTERIZER_STORAGE_OPENGL_H #ifdef GLES3_ENABLED #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_storage.h" #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "shaders/copy.glsl.gen.h" class RasterizerCanvasGLES3; class RasterizerSceneGLES3; class RasterizerStorageGLES3 : public RendererStorage { friend class RasterizerGLES3; Thread::ID _main_thread_id = 0; bool _is_main_thread(); public: RasterizerCanvasGLES3 *canvas; RasterizerSceneGLES3 *scene; static GLuint system_fbo; struct Config { bool shrink_textures_x2; bool use_fast_texture_filter; bool use_skeleton_software; int max_vertex_texture_image_units; int max_texture_image_units; int max_texture_size; // TODO implement wireframe in OpenGL // bool generate_wireframes; Set extensions; bool float_texture_supported; bool s3tc_supported; bool latc_supported; bool rgtc_supported; bool bptc_supported; bool etc_supported; bool etc2_supported; bool srgb_decode_supported; bool keep_original_textures; bool force_vertex_shading; bool use_rgba_2d_shadows; bool use_rgba_3d_shadows; bool support_32_bits_indices; bool support_write_depth; bool support_half_float_vertices; bool support_npot_repeat_mipmap; bool support_depth_texture; bool support_depth_cubemaps; bool support_shadow_cubemaps; bool render_to_mipmap_supported; GLuint depth_internalformat; GLuint depth_type; GLuint depth_buffer_internalformat; // in some cases the legacy render didn't orphan. We will mark these // so the user can switch orphaning off for them. bool should_orphan; } config; struct Resources { GLuint white_tex; GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; GLuint mipmap_blur_fbo; GLuint mipmap_blur_color; GLuint radical_inverse_vdc_cache_tex; bool use_rgba_2d_shadows; GLuint quadie; size_t skeleton_transform_buffer_size; GLuint skeleton_transform_buffer; LocalVector skeleton_transform_cpu_buffer; } resources; mutable struct Shaders { ShaderCompiler compiler; CopyShaderGLES3 copy; RID copy_version; //CubemapFilterShaderGLES3 cubemap_filter; ShaderCompiler::IdentifierActions actions_canvas; ShaderCompiler::IdentifierActions actions_scene; ShaderCompiler::IdentifierActions actions_particles; } shaders; struct Info { uint64_t texture_mem = 0; uint64_t vertex_mem = 0; 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; void bind_quad_array() const; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////API//////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// bool can_create_resources_async() const override; // TEXTURE API enum OpenGLTextureFlags { TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter TEXTURE_FLAG_ANISOTROPIC_FILTER = 8, TEXTURE_FLAG_CONVERT_TO_LINEAR = 16, TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored TEXTURE_FLAG_USED_FOR_STREAMING = 2048, TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER }; /* CANVAS TEXTURE API (2D) */ struct CanvasTexture { RID diffuse; RID normal_map; RID specular; Color specular_color = Color(1, 1, 1, 1); float shininess = 1.0; RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; Size2i size_cache = Size2i(1, 1); bool use_normal_cache = false; bool use_specular_cache = false; bool cleared_cache = true; }; RID_Owner canvas_texture_owner; struct RenderTarget; struct Texture { RID self; Texture *proxy; Set proxy_owners; String path; uint32_t flags; int width, height, depth; int alloc_width, alloc_height; Image::Format format; RenderingDevice::TextureType type; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; GLenum gl_type_cache; int data_size; int total_data_size; bool ignore_mipmaps; bool compressed; bool srgb; int mipmaps; bool resize_to_po2; bool active; GLenum tex_id; uint16_t stored_cube_sides; RenderTarget *render_target; Vector> images; bool redraw_if_visible; RS::TextureDetectCallback detect_3d; void *detect_3d_ud; RS::TextureDetectCallback detect_srgb; void *detect_srgb_ud; RS::TextureDetectCallback detect_normal; void *detect_normal_ud; CanvasTexture *canvas_texture = nullptr; // some silly opengl shenanigans where // texture coords start from bottom left, means we need to draw render target textures upside down // to be compatible with vulkan etc. bool is_upside_down() const { if (proxy) { return proxy->is_upside_down(); } return render_target != nullptr; } Texture() { create(); } _ALWAYS_INLINE_ Texture *get_ptr() { if (proxy) { return proxy; //->get_ptr(); only one level of indirection, else not inlining possible. } else { return this; } } ~Texture() { destroy(); if (tex_id != 0) { glDeleteTextures(1, &tex_id); } } void copy_from(const Texture &o) { proxy = o.proxy; flags = o.flags; width = o.width; height = o.height; alloc_width = o.alloc_width; alloc_height = o.alloc_height; format = o.format; type = o.type; target = o.target; data_size = o.data_size; total_data_size = o.total_data_size; ignore_mipmaps = o.ignore_mipmaps; compressed = o.compressed; mipmaps = o.mipmaps; resize_to_po2 = o.resize_to_po2; active = o.active; tex_id = o.tex_id; stored_cube_sides = o.stored_cube_sides; render_target = o.render_target; redraw_if_visible = o.redraw_if_visible; detect_3d = o.detect_3d; detect_3d_ud = o.detect_3d_ud; detect_srgb = o.detect_srgb; detect_srgb_ud = o.detect_srgb_ud; detect_normal = o.detect_normal; detect_normal_ud = o.detect_normal_ud; images.clear(); } void create() { proxy = nullptr; flags = 0; width = 0; height = 0; alloc_width = 0; alloc_height = 0; format = Image::FORMAT_L8; type = RenderingDevice::TEXTURE_TYPE_2D; target = 0; data_size = 0; total_data_size = 0; ignore_mipmaps = false; compressed = false; mipmaps = 0; resize_to_po2 = false; active = false; tex_id = 0; stored_cube_sides = 0; render_target = nullptr; redraw_if_visible = false; detect_3d = nullptr; detect_3d_ud = nullptr; detect_srgb = nullptr; detect_srgb_ud = nullptr; detect_normal = nullptr; detect_normal_ud = nullptr; } void destroy() { images.clear(); for (Set::Element *E = proxy_owners.front(); E; E = E->next()) { E->get()->proxy = nullptr; } if (proxy) { proxy->proxy_owners.erase(this); } } // texture state void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) { if (p_filter == state_filter) { return; } state_filter = p_filter; GLint pmin = GL_LINEAR; // param min GLint pmag = GL_LINEAR; // param mag switch (state_filter) { default: { } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { pmin = GL_LINEAR_MIPMAP_LINEAR; pmag = GL_LINEAR; } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { pmin = GL_NEAREST; pmag = GL_NEAREST; } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { pmin = GL_NEAREST_MIPMAP_NEAREST; pmag = GL_NEAREST; } break; } glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin); glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag); } void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) { if (p_repeat == state_repeat) { return; } state_repeat = p_repeat; GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat switch (state_repeat) { default: { } break; case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { prep = GL_REPEAT; } break; case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { prep = GL_MIRRORED_REPEAT; } break; } glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep); glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep); } private: RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; }; mutable RID_PtrOwner texture_owner; Ref _get_gl_image_and_format(const Ref &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; void _texture_set_state_from_flags(Texture *p_tex); // new RID texture_allocate() override; void texture_2d_initialize(RID p_texture, const Ref &p_image) override; void texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) override; void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) override; void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) override; void texture_3d_update(RID p_texture, const Vector> &p_data) override {} void texture_proxy_update(RID p_proxy, RID p_base) override {} void texture_2d_placeholder_initialize(RID p_texture) override; void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override; void texture_3d_placeholder_initialize(RID p_texture) override; Ref texture_2d_get(RID p_texture) const override; Ref texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref(); } Vector> texture_3d_get(RID p_texture) const override { return Vector>(); } void texture_replace(RID p_texture, RID p_by_texture) override; //void texture_set_size_override(RID p_texture, int p_width, int p_height) override {} void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} // old uint32_t texture_get_width(RID p_texture) const; uint32_t texture_get_height(RID p_texture) const; private: RID texture_create(); //void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); void texture_set_data(RID p_texture, const Ref &p_image, int p_layer = 0); void texture_set_data_partial(RID p_texture, const Ref &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 texture_get_data(RID p_texture, int p_layer = 0) const; void texture_set_flags(RID p_texture, uint32_t p_flags); uint32_t texture_get_flags(RID p_texture) const; Image::Format texture_get_format(RID p_texture) const; RenderingDevice::TextureType texture_get_type(RID p_texture) const; uint32_t texture_get_texid(RID p_texture) const; uint32_t texture_get_depth(RID p_texture) const; void texture_set_size_override(RID p_texture, int p_width, int p_height) override; void texture_bind(RID p_texture, uint32_t p_texture_no); void texture_set_path(RID p_texture, const String &p_path) override; String texture_get_path(RID p_texture) const override; void texture_set_shrink_all_x2_on_set_data(bool p_enable); void texture_debug_usage(List *r_info) override; RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; void textures_keep_original(bool p_enable); void texture_set_proxy(RID p_texture, RID p_proxy); Size2 texture_size_with_proxy(RID p_texture) override; void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {} void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override; public: RID canvas_texture_allocate() override; void canvas_texture_initialize(RID p_rid) override; void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override; void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) override; void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) override; void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) override; /* SKY API */ // not sure if used in godot 4? struct Sky { RID self; RID panorama; GLuint radiance; int radiance_size; }; mutable RID_PtrOwner sky_owner; RID sky_create(); void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); // SHADER API struct Material; struct Shader { RID self; RS::ShaderMode mode; ShaderGLES3 *shader; String code; SelfList::List materials; Map uniforms; RID version; SelfList dirty_list; Map> default_textures; Vector texture_uniforms; bool valid; String path; uint32_t index; uint64_t last_pass; struct CanvasItem { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, }; int blend_mode; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; int light_mode; bool uses_screen_texture; bool uses_screen_uv; bool uses_time; bool uses_modulate; bool uses_color; bool uses_vertex; // all these should disable item joining if used in a custom shader bool uses_world_matrix; bool uses_extra_matrix; bool uses_projection_matrix; bool uses_instance_custom; } canvas_item; struct Spatial { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; int blend_mode; enum DepthDrawMode { DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS, DEPTH_DRAW_NEVER, DEPTH_DRAW_ALPHA_PREPASS, }; int depth_draw_mode; enum CullMode { CULL_MODE_FRONT, CULL_MODE_BACK, CULL_MODE_DISABLED, }; int cull_mode; bool uses_alpha; bool uses_alpha_scissor; bool unshaded; bool no_depth_test; bool uses_vertex; bool uses_discard; bool uses_sss; bool uses_screen_texture; bool uses_depth_texture; bool uses_time; bool uses_tangent; bool uses_ensure_correct_normals; bool writes_modelview_or_projection; bool uses_vertex_lighting; bool uses_world_coordinates; } spatial; struct Particles { } particles; bool uses_vertex_time; bool uses_fragment_time; Shader() : dirty_list(this) { shader = nullptr; valid = false; version = RID(); last_pass = 0; } }; mutable RID_PtrOwner shader_owner; mutable SelfList::List _shader_dirty_list; void _shader_make_dirty(Shader *p_shader); RID shader_allocate() override; void shader_initialize(RID p_rid) override; //RID shader_create() override; void shader_set_code(RID p_shader, const String &p_code) override; String shader_get_code(RID p_shader) const override; void shader_get_param_list(RID p_shader, List *p_param_list) const override; void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override; RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); }; void _update_shader(Shader *p_shader) const; void update_dirty_shaders(); // new Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); } // COMMON MATERIAL API struct Material { RID self; Shader *shader; Map params; SelfList list; SelfList dirty_list; Vector> textures; float line_width; int render_priority; RID next_pass; uint32_t index; uint64_t last_pass; // Map geometry_owners; // Map instance_owners; bool can_cast_shadow_cache; bool is_animated_cache; Material() : list(this), dirty_list(this) { can_cast_shadow_cache = false; is_animated_cache = false; shader = nullptr; line_width = 1.0; last_pass = 0; render_priority = 0; } }; mutable SelfList::List _material_dirty_list; void _material_make_dirty(Material *p_material) const; // void _material_add_geometry(RID p_material, Geometry *p_geometry); // void _material_remove_geometry(RID p_material, Geometry *p_geometry); void _update_material(Material *p_material); mutable RID_PtrOwner material_owner; // new void material_get_instance_shader_parameters(RID p_material, List *r_parameters) override {} void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {} // old RID material_allocate() override; void material_initialize(RID p_rid) override; //RID material_create() override; void material_set_shader(RID p_material, RID p_shader) override; RID material_get_shader(RID p_material) const; void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; Variant material_get_param(RID p_material, const StringName &p_param) const override; Variant material_get_param_default(RID p_material, const StringName &p_param) const; void material_set_line_width(RID p_material, float p_width); void material_set_next_pass(RID p_material, RID p_next_material) override; bool material_is_animated(RID p_material) override; bool material_casts_shadows(RID p_material) override; bool material_uses_tangents(RID p_material); bool material_uses_ensure_correct_normals(RID p_material); void material_add_instance_owner(RID p_material, DependencyTracker *p_instance); void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance); void material_set_render_priority(RID p_material, int priority) override; void update_dirty_materials(); /* MESH API */ RID mesh_allocate() override; void mesh_initialize(RID p_rid) override; void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override; bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override; RID mesh_instance_create(RID p_base) override; void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override; void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override; void mesh_instance_check_for_update(RID p_mesh_instance) override; void update_mesh_instances() override; void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override; float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override; void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override; int mesh_get_blend_shape_count(RID p_mesh) const override; void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override; RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override; void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override; void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override; void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override; void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override; RID mesh_surface_get_material(RID p_mesh, int p_surface) const override; RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override; int mesh_get_surface_count(RID p_mesh) const override; void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override; AABB mesh_get_custom_aabb(RID p_mesh) const override; AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override; void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override; void mesh_clear(RID p_mesh) override; /* MULTIMESH API */ struct MultiMesh { RID mesh; int instances = 0; RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; bool uses_colors = false; bool uses_custom_data = false; int visible_instances = -1; AABB aabb; bool aabb_dirty = false; bool buffer_set = false; uint32_t stride_cache = 0; uint32_t color_offset_cache = 0; uint32_t custom_data_offset_cache = 0; Vector data_cache; //used if individual setting is used bool *data_cache_dirty_regions = nullptr; uint32_t data_cache_used_dirty_regions = 0; RID buffer; //storage buffer RID uniform_set_3d; RID uniform_set_2d; bool dirty = false; MultiMesh *dirty_list = nullptr; Dependency dependency; }; mutable RID_Owner multimesh_owner; MultiMesh *multimesh_dirty_list = nullptr; _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); void _update_dirty_multimeshes(); RID multimesh_allocate() override; void multimesh_initialize(RID p_rid) override; void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override; int multimesh_get_instance_count(RID p_multimesh) const override; void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override; void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override; void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override; void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override; void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override; RID multimesh_get_mesh(RID p_multimesh) const override; AABB multimesh_get_aabb(RID p_multimesh) const override; Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override; Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override; Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override; Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override; void multimesh_set_buffer(RID p_multimesh, const Vector &p_buffer) override; Vector multimesh_get_buffer(RID p_multimesh) const override; void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override; int multimesh_get_visible_instances(RID p_multimesh) const override; _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); return multimesh->xform_format; } _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); return multimesh->uses_colors; } _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); return multimesh->uses_custom_data; } _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); if (multimesh->visible_instances >= 0) { return multimesh->visible_instances; } return multimesh->instances; } /* SKELETON API */ RID skeleton_allocate() override; void skeleton_initialize(RID p_rid) override; void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override; void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override; int skeleton_get_bone_count(RID p_skeleton) const override; void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override; Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override; void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override; Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override; /* Light API */ RID directional_light_allocate() override; void directional_light_initialize(RID p_rid) override; RID omni_light_allocate() override; void omni_light_initialize(RID p_rid) override; RID spot_light_allocate() override; void spot_light_initialize(RID p_rid) override; RID reflection_probe_allocate() override; void reflection_probe_initialize(RID p_rid) override; void light_set_color(RID p_light, const Color &p_color) override; void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override; void light_set_shadow(RID p_light, bool p_enabled) override; void light_set_shadow_color(RID p_light, const Color &p_color) override; void light_set_projector(RID p_light, RID p_texture) override; void light_set_negative(RID p_light, bool p_enable) override; void light_set_cull_mask(RID p_light, uint32_t p_mask) override; void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override; void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override; void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override; void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override; void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override; void light_directional_set_blend_splits(RID p_light, bool p_enable) override; bool light_directional_get_blend_splits(RID p_light) const override; void light_directional_set_sky_only(RID p_light, bool p_sky_only) override; bool light_directional_is_sky_only(RID p_light) const override; RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override; RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override; bool light_has_shadow(RID p_light) const override; bool light_has_projector(RID p_light) const override; RS::LightType light_get_type(RID p_light) const override; AABB light_get_aabb(RID p_light) const override; float light_get_param(RID p_light, RS::LightParam p_param) override; Color light_get_color(RID p_light) override; RS::LightBakeMode light_get_bake_mode(RID p_light) override; uint32_t light_get_max_sdfgi_cascade(RID p_light) override; uint64_t light_get_version(RID p_light) const override; /* PROBE API */ void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override; void reflection_probe_set_intensity(RID p_probe, float p_intensity) override; void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override; void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override; void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override; void reflection_probe_set_max_distance(RID p_probe, float p_distance) override; void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override; void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override; void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override; void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override; void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override; void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override; void reflection_probe_set_resolution(RID p_probe, int p_resolution) override; AABB reflection_probe_get_aabb(RID p_probe) const override; RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override; uint32_t reflection_probe_get_cull_mask(RID p_probe) const override; Vector3 reflection_probe_get_extents(RID p_probe) const override; Vector3 reflection_probe_get_origin_offset(RID p_probe) const override; float reflection_probe_get_origin_max_distance(RID p_probe) const override; bool reflection_probe_renders_shadows(RID p_probe) const override; void base_update_dependency(RID p_base, DependencyTracker *p_instance) override; void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override; /* DECAL API */ RID decal_allocate() override; void decal_initialize(RID p_rid) override; void decal_set_extents(RID p_decal, const Vector3 &p_extents) override; void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; void decal_set_emission_energy(RID p_decal, float p_energy) override; void decal_set_albedo_mix(RID p_decal, float p_mix) override; void decal_set_modulate(RID p_decal, const Color &p_modulate) override; void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override; void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override; void decal_set_fade(RID p_decal, float p_above, float p_below) override; void decal_set_normal_fade(RID p_decal, float p_fade) override; AABB decal_get_aabb(RID p_decal) const override; /* VOXEL GI API */ RID voxel_gi_allocate() override; void voxel_gi_initialize(RID p_rid) override; void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts) override; AABB voxel_gi_get_bounds(RID p_voxel_gi) const override; Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override; Vector voxel_gi_get_octree_cells(RID p_voxel_gi) const override; Vector voxel_gi_get_data_cells(RID p_voxel_gi) const override; Vector voxel_gi_get_distance_field(RID p_voxel_gi) const override; Vector voxel_gi_get_level_counts(RID p_voxel_gi) const override; Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override; void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override; float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override; void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override; float voxel_gi_get_propagation(RID p_voxel_gi) const override; void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override; float voxel_gi_get_energy(RID p_voxel_gi) const override; void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override; float voxel_gi_get_bias(RID p_voxel_gi) const override; void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override; float voxel_gi_get_normal_bias(RID p_voxel_gi) const override; void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override; bool voxel_gi_is_interior(RID p_voxel_gi) const override; void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override; bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override; void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override; float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override; uint32_t voxel_gi_get_version(RID p_voxel_gi) override; /* LIGHTMAP CAPTURE */ RID lightmap_allocate() override; void lightmap_initialize(RID p_rid) override; void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override; void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override; void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override; void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override; PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override; PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override; PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override; PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override; AABB lightmap_get_aabb(RID p_lightmap) const override; void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override; bool lightmap_is_interior(RID p_lightmap) const override; void lightmap_set_probe_capture_update_speed(float p_speed) override; float lightmap_get_probe_capture_update_speed() const override; /* OCCLUDER */ void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices); /* PARTICLES */ RID particles_allocate() override; void particles_initialize(RID p_rid) override; void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override; void 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) override; void particles_set_emitting(RID p_particles, bool p_emitting) override; void particles_set_amount(RID p_particles, int p_amount) override; void particles_set_lifetime(RID p_particles, double p_lifetime) override; void particles_set_one_shot(RID p_particles, bool p_one_shot) override; void particles_set_pre_process_time(RID p_particles, double p_time) override; void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override; void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override; void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override; void particles_set_speed_scale(RID p_particles, double p_scale) override; void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override; void particles_set_process_material(RID p_particles, RID p_material) override; void particles_set_fixed_fps(RID p_particles, int p_fps) override; void particles_set_interpolate(RID p_particles, bool p_enable) override; void particles_set_fractional_delta(RID p_particles, bool p_enable) override; void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override; void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override; void particles_set_collision_base_size(RID p_particles, real_t p_size) override; void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override; void particles_set_trails(RID p_particles, bool p_enable, double p_length) override; void particles_set_trail_bind_poses(RID p_particles, const Vector &p_bind_poses) override; void particles_restart(RID p_particles) override; void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override; void particles_set_draw_passes(RID p_particles, int p_count) override; void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override; void particles_request_process(RID p_particles) override; AABB particles_get_current_aabb(RID p_particles) override; AABB particles_get_aabb(RID p_particles) const override; void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override; bool particles_get_emitting(RID p_particles) override; int particles_get_draw_passes(RID p_particles) const override; RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override; void particles_add_collision(RID p_particles, RID p_instance) override; void particles_remove_collision(RID p_particles, RID p_instance) override; void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override; void update_particles() override; /* PARTICLES COLLISION */ RID particles_collision_allocate() override; void particles_collision_initialize(RID p_rid) override; void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override; void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override; void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override; void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override; void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override; void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; void particles_collision_height_field_update(RID p_particles_collision) override; void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; AABB particles_collision_get_aabb(RID p_particles_collision) const override; bool particles_collision_is_heightfield(RID p_particles_collision) const override; RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override; RID particles_collision_instance_create(RID p_collision) override; void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override; void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override; /* FOG VOLUMES */ RID fog_volume_allocate() override; void fog_volume_initialize(RID p_rid) override; void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override; void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override; void fog_volume_set_material(RID p_fog_volume, RID p_material) override; AABB fog_volume_get_aabb(RID p_fog_volume) const override; RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override; /* VISIBILITY NOTIFIER */ RID visibility_notifier_allocate() override; void visibility_notifier_initialize(RID p_notifier) override; void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override; void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override; AABB visibility_notifier_get_aabb(RID p_notifier) const override; void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override; /* GLOBAL VARIABLES */ void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override; void global_variable_remove(const StringName &p_name) override; Vector global_variable_get_list() const override; void global_variable_set(const StringName &p_name, const Variant &p_value) override; void global_variable_set_override(const StringName &p_name, const Variant &p_value) override; Variant global_variable_get(const StringName &p_name) const override; RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override; void global_variables_load_settings(bool p_load_textures = true) override; void global_variables_clear() override; int32_t global_variables_instance_allocate(RID p_instance) override; void global_variables_instance_free(RID p_instance) override; void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override; bool particles_is_inactive(RID p_particles) const override; // RENDER TARGET struct RenderTarget { RID self; GLuint fbo = 0; GLuint color = 0; GLuint depth = 0; GLuint multisample_fbo = 0; GLuint multisample_color = 0; GLuint multisample_depth = 0; bool multisample_active = false; struct Effect { GLuint fbo = 0; int width = 0; int height = 0; GLuint color = 0; Effect() { } }; Effect copy_screen_effect; struct MipMaps { struct Size { GLuint fbo; GLuint color; int width; int height; }; Vector sizes; GLuint color = 0; int levels = 0; MipMaps() { } }; MipMaps mip_maps[2]; struct External { GLuint fbo = 0; GLuint color = 0; GLuint depth = 0; RID texture; External() { } } external; int x = 0, y = 0, width = 0, height = 0; bool flags[RENDER_TARGET_FLAG_MAX]; // instead of allocating sized render targets immediately, // defer this for faster startup bool allocate_is_dirty = false; bool used_in_frame = false; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; bool use_fxaa = false; bool use_debanding = false; RID texture; bool used_dof_blur_near = false; bool mip_maps_allocated = false; Color clear_color = Color(1, 1, 1, 1); bool clear_requested = false; RenderTarget() { for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) { flags[i] = false; } external.fbo = 0; } }; mutable RID_PtrOwner render_target_owner; void _render_target_clear(RenderTarget *rt); void _render_target_allocate(RenderTarget *rt); void _set_current_render_target(RID p_render_target); RID render_target_create() override; void render_target_set_position(RID p_render_target, int p_x, int p_y) override; void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override; Size2i render_target_get_size(RID p_render_target); RID render_target_get_texture(RID p_render_target) override; void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override; void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override; bool render_target_was_used(RID p_render_target) override; void render_target_clear_used(RID p_render_target); void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa); void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa); void render_target_set_use_debanding(RID p_render_target, bool p_debanding); // new void render_target_set_as_unused(RID p_render_target) override { render_target_clear_used(p_render_target); } void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override; bool render_target_is_clear_requested(RID p_render_target) override; Color render_target_get_clear_request_color(RID p_render_target) override; 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; // access from canvas // RenderTarget * render_target_get(RID p_render_target); /* CANVAS SHADOW */ struct CanvasLightShadow { RID self; int size; int height; GLuint fbo; GLuint depth; GLuint distance; //for older devices }; RID_PtrOwner canvas_light_shadow_owner; RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ /* struct CanvasOccluder { RID self; GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured LocalVector lines; int len; }; RID_Owner canvas_occluder_owner; RID canvas_light_occluder_create(); void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector &p_lines); */ RS::InstanceType get_base_type(RID p_rid) const override; bool free(RID p_rid) override; struct Frame { RenderTarget *current_rt; // these 2 may have been superseded by the equivalents in the render target. // these may be able to be removed. bool clear_request; Color clear_request_color; float time; float delta; uint64_t count; Frame() { // current_rt = nullptr; // clear_request = false; } } frame; void initialize(); void finalize(); void _copy_screen(); void update_memory_info() override; uint64_t get_rendering_info(RS::RenderingInfo p_info) override; bool has_os_feature(const String &p_feature) const override; void update_dirty_resources() override; void set_debug_generate_wireframes(bool p_generate) override; // 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; String get_video_adapter_name() const override; String get_video_adapter_vendor() const override; RenderingDevice::DeviceType get_video_adapter_type() const override; void capture_timestamps_begin() override {} void capture_timestamp(const String &p_name) override {} uint32_t get_captured_timestamps_count() const override { return 0; } uint64_t get_captured_timestamps_frame() const override { return 0; } uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override { return 0; } uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override { return 0; } String get_captured_timestamp_name(uint32_t p_index) const override { return String(); } // make access easier to these struct Dimensions { // render target int rt_width; int rt_height; // window int win_width; int win_height; Dimensions() { rt_width = 0; rt_height = 0; win_width = 0; win_height = 0; } } _dims; void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const; bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const; void bind_framebuffer(GLuint framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); } void bind_framebuffer_system() { glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); } RasterizerStorageGLES3(); ~RasterizerStorageGLES3(); }; inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const { r_offset_after = p_offset + p_data_size; #ifdef DEBUG_ENABLED // we are trying to write across the edge of the buffer if (r_offset_after > p_total_buffer_size) { return false; } #endif glBufferSubData(p_target, p_offset, p_data_size, p_data); return true; } // standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future // bugs causing pipeline stalls inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const { // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData // Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other) if (!p_optional_orphan || (config.should_orphan)) { glBufferData(p_target, p_buffer_size, nullptr, p_usage); #ifdef RASTERIZER_EXTRA_CHECKS // fill with garbage off the end of the array if (p_buffer_size) { unsigned int start = p_offset + p_data_size; unsigned int end = start + 1024; if (end < p_buffer_size) { uint8_t *garbage = (uint8_t *)alloca(1024); for (int n = 0; n < 1024; n++) { garbage[n] = Math::random(0, 255); } glBufferSubData(p_target, start, 1024, garbage); } } #endif } glBufferSubData(p_target, p_offset, p_data_size, p_data); } #endif // GLES3_ENABLED #endif // RASTERIZER_STORAGE_OPENGL_H