/*************************************************************************/ /* 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 "storage/config.h" #include "storage/light_storage.h" #include "storage/material_storage.h" #include "storage/mesh_storage.h" #include "storage/texture_storage.h" // class RasterizerCanvasGLES3; // class RasterizerSceneGLES3; class RasterizerStorageGLES3 : public RendererStorage { public: // RasterizerCanvasGLES3 *canvas; // RasterizerSceneGLES3 *scene; GLES3::Config *config = nullptr; static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[1][0]; p_array[2] = p_mtx.basis.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.basis.rows[0][1]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.rows[0][2]; p_array[9] = p_mtx.basis.rows[1][2]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } struct Resources { GLuint mipmap_blur_fbo; GLuint mipmap_blur_color; GLuint radical_inverse_vdc_cache_tex; bool use_rgba_2d_shadows; size_t skeleton_transform_buffer_size; GLuint skeleton_transform_buffer; LocalVector skeleton_transform_cpu_buffer; } resources; 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; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////API//////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// public: virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) 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; /* OCCLUDER */ void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices); /* 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; // access from canvas // GLES3::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; 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; String get_video_adapter_api_version() 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(); } 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; //bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state String get_framebuffer_error(GLenum p_status); 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); } inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) { #if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL) if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) { return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) { return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) { return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) { return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; } #endif return itos(p_status); } #endif // GLES3_ENABLED #endif // RASTERIZER_STORAGE_OPENGL_H