/*************************************************************************/ /* texture_storage.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. */ /*************************************************************************/ #ifdef GLES3_ENABLED #include "texture_storage.h" #include "config.h" using namespace GLES3; TextureStorage *TextureStorage::singleton = nullptr; TextureStorage *TextureStorage::get_singleton() { return singleton; } TextureStorage::TextureStorage() { singleton = this; system_fbo = 0; frame.count = 0; frame.delta = 0; frame.current_rt = nullptr; frame.clear_request = false; Config *config = Config::get_singleton(); //determine formats for depth textures (or renderbuffers) if (config->support_depth_texture) { // Will use texture for depth // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT, // as there is no extension to test for this. GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLuint depth; glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, 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, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glDeleteFramebuffers(1, &fbo); glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &depth); if (status != GL_FRAMEBUFFER_COMPLETE) { // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT #ifdef GLES_OVER_GL config->depth_internalformat = GL_DEPTH_COMPONENT16; #else // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT. config->depth_internalformat = GL_DEPTH_COMPONENT; #endif config->depth_type = GL_UNSIGNED_SHORT; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_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_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, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth config->support_depth_texture = false; config->use_rgba_3d_shadows = true; } glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glDeleteFramebuffers(1, &fbo); glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &depth); } } } TextureStorage::~TextureStorage() { singleton = nullptr; } void TextureStorage::set_main_thread_id(Thread::ID p_id) { _main_thread_id = p_id; } bool TextureStorage::_is_main_thread() { //#if defined DEBUG_ENABLED && defined TOOLS_ENABLED // must be called from main thread in OpenGL bool is_main_thread = _main_thread_id == Thread::get_caller_id(); //#endif return is_main_thread; } bool TextureStorage::can_create_resources_async() const { return false; } /* Canvas Texture API */ RID TextureStorage::canvas_texture_allocate() { return canvas_texture_owner.allocate_rid(); } void TextureStorage::canvas_texture_initialize(RID p_rid) { canvas_texture_owner.initialize_rid(p_rid); } void TextureStorage::canvas_texture_free(RID p_rid) { canvas_texture_owner.free(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); switch (p_channel) { case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { ct->diffuse = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { ct->normal_map = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { ct->specular = p_texture; } break; } } 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); ct->specular_color.r = p_specular_color.r; ct->specular_color.g = p_specular_color.g; ct->specular_color.b = p_specular_color.b; ct->specular_color.a = p_shininess; } 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); 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; } /* Texture API */ static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; Ref TextureStorage::_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 { Config *config = Config::get_singleton(); r_gl_format = 0; Ref image = p_image; r_compressed = false; r_real_format = p_format; bool need_decompress = false; switch (p_format) { case Image::FORMAT_L8: { #ifdef GLES_OVER_GL r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; #else r_gl_internal_format = GL_LUMINANCE; r_gl_format = GL_LUMINANCE; r_gl_type = GL_UNSIGNED_BYTE; #endif } break; case Image::FORMAT_LA8: { #ifdef GLES_OVER_GL r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; #else r_gl_internal_format = GL_LUMINANCE_ALPHA; r_gl_format = GL_LUMINANCE_ALPHA; r_gl_type = GL_UNSIGNED_BYTE; #endif } break; case Image::FORMAT_R8: { r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RG8: { r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGB8: { r_gl_internal_format = GL_RGB8; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; //r_srgb = true; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA8; r_gl_type = GL_UNSIGNED_BYTE; //r_srgb = true; } break; case Image::FORMAT_RGBA4444: { r_gl_internal_format = GL_RGBA4; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; } break; //case Image::FORMAT_RGBA5551: { // r_gl_internal_format = GL_RGB5_A1; // r_gl_format = GL_RGBA; // r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1; // //} break; case Image::FORMAT_RF: { r_gl_internal_format = GL_R32F; r_gl_format = GL_RED; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGF: { r_gl_internal_format = GL_RG32F; r_gl_format = GL_RG; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBF: { r_gl_internal_format = GL_RGB32F; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBAF: { r_gl_internal_format = GL_RGBA32F; r_gl_format = GL_RGBA; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RH: { r_gl_internal_format = GL_R16F; r_gl_format = GL_RED; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGH: { r_gl_internal_format = GL_RG16F; r_gl_format = GL_RG; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBH: { r_gl_internal_format = GL_RGB16F; r_gl_format = GL_RGB; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBAH: { r_gl_internal_format = GL_RGBA16F; r_gl_format = GL_RGBA; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBE9995: { r_gl_internal_format = GL_RGB9_E5; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV; } break; case Image::FORMAT_DXT1: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT3: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT5: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_R: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_RG: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBA: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBF: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBFU: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC: { if (config->etc_supported) { r_gl_internal_format = _EXT_ETC1_RGB8_OES; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; /* case Image::FORMAT_ETC2_R11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_R11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGB8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGBA8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGB8A1: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; //r_srgb = true; } else { need_decompress = true; } } break; */ default: { ERR_FAIL_V(Ref()); } } if (need_decompress || p_force_decompress) { if (!image.is_null()) { image = image->duplicate(); image->decompress(); ERR_FAIL_COND_V(image->is_compressed(), image); switch (image->get_format()) { case Image::FORMAT_RGB8: { r_gl_format = GL_RGB; r_gl_internal_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGB8; r_compressed = false; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; default: { image->convert(Image::FORMAT_RGBA8); r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; } } return image; } return p_image; } void TextureStorage::_texture_set_state_from_flags(Texture *p_tex) { // Config *config = Config::get_singleton(); if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps) { if (p_tex->flags & TEXTURE_FLAG_FILTER) { // these do not exactly correspond ... p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS); //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); } else { p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR); } } else { if (p_tex->flags & TEXTURE_FLAG_FILTER) { p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR); //texture->glTexParam_MinFilter(texture->target, GL_LINEAR); } else { p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); //texture->glTexParam_MinFilter(texture->target, GL_NEAREST); } } if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) { if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) { p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR); } else { p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); } } else { p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } } void TextureStorage::_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) { // GLenum format; // GLenum internal_format; // GLenum type; // bool compressed = false; // Config *config = Config::get_singleton(); if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) { p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video } Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->width = p_width; texture->height = p_height; texture->format = p_format; texture->flags = p_flags; texture->stored_cube_sides = 0; texture->type = p_type; switch (p_type) { case RenderingDevice::TEXTURE_TYPE_2D: { texture->target = GL_TEXTURE_2D; texture->images.resize(1); } break; // case RenderingDevice::TEXTURE_TYPE_EXTERNAL: { //#ifdef ANDROID_ENABLED // texture->target = _GL_TEXTURE_EXTERNAL_OES; //#else // texture->target = GL_TEXTURE_2D; //#endif // texture->images.resize(0); // } break; case RenderingDevice::TEXTURE_TYPE_CUBE: { texture->target = GL_TEXTURE_CUBE_MAP; texture->images.resize(6); } break; case RenderingDevice::TEXTURE_TYPE_2D_ARRAY: case RenderingDevice::TEXTURE_TYPE_3D: { texture->target = GL_TEXTURE_3D; ERR_PRINT("3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend."); return; } break; default: { ERR_PRINT("Unknown texture type!"); return; } } #if 0 // if (p_type != RS::TEXTURE_TYPE_EXTERNAL) { if (p_type == RenderingDevice::TEXTURE_TYPE_2D) { texture->alloc_width = texture->width; texture->alloc_height = texture->height; texture->resize_to_po2 = false; if (!config->support_npot_repeat_mipmap) { int po2_width = next_power_of_2(p_width); int po2_height = next_power_of_2(p_height); bool is_po2 = p_width == po2_width && p_height == po2_height; if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) { if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) { //not supported ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS); } else { texture->alloc_height = po2_height; texture->alloc_width = po2_width; texture->resize_to_po2 = true; } } } GLenum format; GLenum internal_format; GLenum type; bool compressed = false; Image::Format real_format; _get_gl_image_and_format(Ref(), texture->format, texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2); texture->gl_format_cache = format; texture->gl_type_cache = type; texture->gl_internal_format_cache = internal_format; texture->data_size = 0; texture->mipmaps = 1; texture->compressed = compressed; } #endif glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); // if (p_type == RS::TEXTURE_TYPE_EXTERNAL) { // glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) { // //prealloc if video // glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL); // } texture->active = true; } RID TextureStorage::texture_create() { ERR_FAIL_COND_V(!_is_main_thread(), RID()); Texture *texture = memnew(Texture); ERR_FAIL_COND_V(!texture, RID()); glGenTextures(1, &texture->tex_id); texture->active = false; texture->total_data_size = 0; return texture_owner.make_rid(texture); } RID TextureStorage::texture_allocate() { RID id = texture_create(); ERR_FAIL_COND_V(id == RID(), id); return id; } void TextureStorage::texture_free(RID p_rid) { Texture *t = texture_owner.get_or_null(p_rid); // can't free a render target texture ERR_FAIL_COND(t->render_target); if (t->canvas_texture) { memdelete(t->canvas_texture); } // info.texture_mem -= t->total_data_size; // TODO make this work again!! texture_owner.free(p_rid); memdelete(t); } void TextureStorage::texture_2d_initialize(RID p_texture, const Ref &p_image) { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!tex); int w = p_image->get_width(); int h = p_image->get_height(); _texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0); texture_set_data(p_texture, p_image); } void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) { } void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) { } void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { texture_set_proxy(p_texture, p_base); } //RID TextureStorage::texture_2d_create(const Ref &p_image) { // RID id = texture_create(); // ERR_FAIL_COND_V(id == RID(), id); // int w = p_image->get_width(); // int h = p_image->get_height(); // texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0); // texture_set_data(id, p_image); // return id; //} //RID TextureStorage::texture_2d_layered_create(const Vector> &p_layers, RS::TextureLayeredType p_layered_type) { // return RID(); //} //void TextureStorage::texture_2d_update_immediate(RID p_texture, const Ref &p_image, int p_layer) { // // only 1 layer so far // texture_set_data(p_texture, p_image); //} void TextureStorage::texture_2d_update(RID p_texture, const Ref &p_image, int p_layer) { // only 1 layer so far texture_set_data(p_texture, p_image); } void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { } void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) { } void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { } Ref TextureStorage::texture_2d_get(RID p_texture) const { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!tex, Ref()); /* #ifdef TOOLS_ENABLED if (tex->image_cache_2d.is_valid()) { return tex->image_cache_2d; } #endif Vector data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); ERR_FAIL_COND_V(data.size() == 0, Ref()); Ref image; image.instance(); image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); ERR_FAIL_COND_V(image->empty(), Ref()); if (tex->format != tex->validated_format) { image->convert(tex->format); } #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { tex->image_cache_2d = image; } #endif */ ERR_FAIL_COND_V(!tex->images.size(), Ref()); return tex->images[0]; // return image; // return Ref(); } void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { Texture *tex_to = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!tex_to); Texture *tex_from = texture_owner.get_or_null(p_by_texture); ERR_FAIL_COND(!tex_from); tex_to->destroy(); tex_to->copy_from(*tex_from); // copy image data and upload to GL tex_to->images.resize(tex_from->images.size()); for (int n = 0; n < tex_from->images.size(); n++) { texture_set_data(p_texture, tex_from->images[n], n); } texture_free(p_by_texture); } void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(p_width <= 0 || p_width > 16384); ERR_FAIL_COND(p_height <= 0 || p_height > 16384); //real texture size is in alloc width and height texture->width = p_width; texture->height = p_height; } void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->path = p_path; } String TextureStorage::texture_get_path(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, ""); return texture->path; } void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_3d = p_callback; texture->detect_3d_ud = p_userdata; } void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_srgb = p_callback; texture->detect_srgb_ud = p_userdata; } void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->detect_normal = p_callback; texture->detect_normal_ud = p_userdata; } void TextureStorage::texture_debug_usage(List *r_info) { List textures; texture_owner.get_owned_list(&textures); for (List::Element *E = textures.front(); E; E = E->next()) { Texture *t = texture_owner.get_or_null(E->get()); if (!t) { continue; } RS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; tinfo.width = t->alloc_width; tinfo.height = t->alloc_height; tinfo.depth = 0; tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } } void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); texture->redraw_if_visible = p_enable; } Size2 TextureStorage::texture_size_with_proxy(RID p_texture) { const Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Size2()); if (texture->proxy) { return Size2(texture->proxy->width, texture->proxy->height); } else { return Size2(texture->width, texture->height); } } // example use in 3.2 // VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid); // p_proxy is the source (pre-existing) texture? // and p_texture is the one that is being made into a proxy? //This naming is confusing. Comments!!! // The naming of the parameters seemed to be reversed? // The p_proxy is the source texture // and p_texture is actually the proxy???? void TextureStorage::texture_set_proxy(RID p_texture, RID p_proxy) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); if (texture->proxy) { texture->proxy->proxy_owners.erase(texture); texture->proxy = nullptr; } if (p_proxy.is_valid()) { Texture *proxy = texture_owner.get_or_null(p_proxy); ERR_FAIL_COND(!proxy); ERR_FAIL_COND(proxy == texture); proxy->proxy_owners.insert(texture); texture->proxy = proxy; } } void TextureStorage::texture_set_data(RID p_texture, const Ref &p_image, int p_layer) { Config *config = Config::get_singleton(); Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!_is_main_thread()); ERR_FAIL_COND(!texture); if (texture->target == GL_TEXTURE_3D) { // Target is set to a 3D texture or array texture, exit early to avoid spamming errors return; } ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(p_image.is_null()); ERR_FAIL_COND(texture->format != p_image->get_format()); ERR_FAIL_COND(!p_image->get_width()); ERR_FAIL_COND(!p_image->get_height()); // ERR_FAIL_COND(texture->type == RS::TEXTURE_TYPE_EXTERNAL); GLenum type; GLenum format; GLenum internal_format; bool compressed = false; if (config->keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->images.write[p_layer] = p_image; } // print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height())); Image::Format real_format; Ref img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2); if (texture->resize_to_po2) { if (p_image->is_compressed()) { ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); } if (img == p_image) { img = img->duplicate(); } img->resize_to_po2(false); } if (config->shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->alloc_height = MAX(1, texture->alloc_height / 2); texture->alloc_width = MAX(1, texture->alloc_width / 2); if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) { img->shrink_x2(); } else if (img->get_format() <= Image::FORMAT_RGBA8) { img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); } } GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D; texture->data_size = img->get_data().size(); Vector read = img->get_data(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); texture->ignore_mipmaps = compressed && !img->has_mipmaps(); // set filtering and repeat state _texture_set_state_from_flags(texture); //set swizle for older format compatibility #ifdef GLES_OVER_GL switch (texture->format) { case Image::FORMAT_L8: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE); } break; case Image::FORMAT_LA8: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN); } break; default: { glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } break; } #endif int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1; int w = img->get_width(); int h = img->get_height(); int tsize = 0; for (int i = 0; i < mipmaps; i++) { int size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); if (compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); int bw = w; int bh = h; glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING) { glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); } } tsize += size; w = MAX(1, w >> 1); h = MAX(1, h >> 1); } // info.texture_mem -= texture->total_data_size; // TODO make this work again!! texture->total_data_size = tsize; // info.texture_mem += texture->total_data_size; // TODO make this work again!! // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem); texture->stored_cube_sides |= (1 << p_layer); if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } texture->mipmaps = mipmaps; } void TextureStorage::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) { // TODO ERR_PRINT("Not implemented (ask Karroffel to do it :p)"); } /* Ref TextureStorage::texture_get_data(RID p_texture, int p_layer) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Ref()); ERR_FAIL_COND_V(!texture->active, Ref()); ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref()); if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) { return texture->images[p_layer]; } #ifdef GLES_OVER_GL Image::Format real_format; GLenum gl_format; GLenum gl_internal_format; GLenum gl_type; bool compressed; _get_gl_image_and_format(Ref(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false); PoolVector data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers PoolVector::Write wb = data.write(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); for (int i = 0; i < texture->mipmaps; i++) { int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i); if (texture->compressed) { glPixelStorei(GL_PACK_ALIGNMENT, 4); glGetCompressedTexImage(texture->target, i, &wb[ofs]); } else { glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]); } } wb.release(); data.resize(data_size); Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data)); return Ref(img); #else Image::Format real_format; GLenum gl_format; GLenum gl_internal_format; GLenum gl_type; bool compressed; _get_gl_image_and_format(Ref(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2); PoolVector data; 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 PoolVector::Write wb = data.write(); 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); shaders.copy.bind(); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); bind_quad_array(); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); glDeleteTextures(1, &temp_color_texture); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &temp_framebuffer); wb.release(); data.resize(data_size); Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); if (!texture->compressed) { img->convert(real_format); } return Ref(img); #endif } */ void TextureStorage::texture_set_flags(RID p_texture, uint32_t p_flags) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS; texture->flags = p_flags; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); // set filtering and repeat state _texture_set_state_from_flags(texture); if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) { if (!had_mipmaps && texture->mipmaps == 1) { glGenerateMipmap(texture->target); } } } uint32_t TextureStorage::texture_get_flags(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->flags; } Image::Format TextureStorage::texture_get_format(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, Image::FORMAT_L8); return texture->format; } RenderingDevice::TextureType TextureStorage::texture_get_type(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D); return texture->type; } uint32_t TextureStorage::texture_get_texid(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->tex_id; } uint32_t TextureStorage::texture_get_width(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->width; } uint32_t TextureStorage::texture_get_height(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->height; } uint32_t TextureStorage::texture_get_depth(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!texture, 0); return texture->depth; } void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!texture); glActiveTexture(GL_TEXTURE0 + p_texture_no); glBindTexture(texture->target, texture->tex_id); } void TextureStorage::texture_set_shrink_all_x2_on_set_data(bool p_enable) { Config::get_singleton()->shrink_textures_x2 = p_enable; } RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const { return RID(); } void TextureStorage::textures_keep_original(bool p_enable) { Config::get_singleton()->keep_original_textures = p_enable; } /* DECAL API */ RID TextureStorage::decal_allocate() { return RID(); } void TextureStorage::decal_initialize(RID p_rid) { } void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { } void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { } void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { } void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { } void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { } void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { } void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { } void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { } void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { } AABB TextureStorage::decal_get_aabb(RID p_decal) const { return AABB(); } /* RENDER TARGET API */ GLuint TextureStorage::system_fbo = 0; void TextureStorage::_set_current_render_target(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); if (rt) { if (rt->allocate_is_dirty) { rt->allocate_is_dirty = false; _render_target_allocate(rt); } frame.current_rt = rt; ERR_FAIL_COND(!rt); frame.clear_request = false; glViewport(0, 0, rt->width, rt->height); _dims.rt_width = rt->width; _dims.rt_height = rt->height; _dims.win_width = rt->width; _dims.win_height = rt->height; } else { frame.current_rt = nullptr; frame.clear_request = false; glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); } } void TextureStorage::_render_target_allocate(RenderTarget *rt) { Config *config = Config::get_singleton(); // do not allocate a render target with no size if (rt->width <= 0 || rt->height <= 0) { return; } // do not allocate a render target that is attached to the screen if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { rt->fbo = system_fbo; return; } GLuint color_internal_format; GLuint color_format; GLuint color_type = GL_UNSIGNED_BYTE; Image::Format image_format; if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) { #ifdef GLES_OVER_GL color_internal_format = GL_RGBA8; #else color_internal_format = GL_RGBA; #endif color_format = GL_RGBA; image_format = Image::FORMAT_RGBA8; } else { #ifdef GLES_OVER_GL color_internal_format = GL_RGB8; #else color_internal_format = GL_RGB; #endif color_format = GL_RGB; image_format = Image::FORMAT_RGB8; } rt->used_dof_blur_near = false; rt->mip_maps_allocated = false; { /* Front FBO */ Texture *texture = get_texture(rt->texture); ERR_FAIL_COND(!texture); // framebuffer glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); // color glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr); if (texture->flags & TEXTURE_FLAG_FILTER) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { 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, rt->color, 0); // depth if (config->support_depth_texture) { glGenTextures(1, &rt->depth); glBindTexture(GL_TEXTURE_2D, rt->depth); glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, 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, rt->depth, 0); } else { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteFramebuffers(1, &rt->fbo); if (config->support_depth_texture) { glDeleteTextures(1, &rt->depth); } else { glDeleteRenderbuffers(1, &rt->depth); } glDeleteTextures(1, &rt->color); rt->fbo = 0; rt->width = 0; rt->height = 0; rt->color = 0; rt->depth = 0; texture->tex_id = 0; texture->active = false; WARN_PRINT("Could not create framebuffer!!"); return; } texture->format = image_format; texture->gl_format_cache = color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; texture->gl_internal_format_cache = color_internal_format; texture->tex_id = rt->color; texture->width = rt->width; texture->alloc_width = rt->width; texture->height = rt->height; texture->alloc_height = rt->height; texture->active = true; texture_set_flags(rt->texture, texture->flags); } /* BACK FBO */ /* For MSAA */ #ifndef JAVASCRIPT_ENABLED if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) { rt->multisample_active = true; static const int msaa_value[] = { 0, 2, 4, 8, 16 }; int msaa = msaa_value[rt->msaa]; int max_samples = 0; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (msaa > max_samples) { WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); msaa = max_samples; } //regular fbo glGenFramebuffers(1, &rt->multisample_fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo); glGenRenderbuffers(1, &rt->multisample_depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); glGenRenderbuffers(1, &rt->multisample_color); glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color); glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { // Delete allocated resources and default to no MSAA WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA"); printf("err status: %x\n", status); rt->multisample_active = false; glDeleteFramebuffers(1, &rt->multisample_fbo); rt->multisample_fbo = 0; glDeleteRenderbuffers(1, &rt->multisample_depth); rt->multisample_depth = 0; glDeleteRenderbuffers(1, &rt->multisample_color); rt->multisample_color = 0; } glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } else #endif // JAVASCRIPT_ENABLED { rt->multisample_active = false; } glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // copy texscreen buffers // if (!(rt->flags[TextureStorage::RENDER_TARGET_NO_SAMPLING])) { if (true) { glGenTextures(1, &rt->copy_screen_effect.color); glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, 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); glGenFramebuffers(1, &rt->copy_screen_effect.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); } } // Allocate mipmap chains for post_process effects // if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) { if (rt->width >= 2 && rt->height >= 2) { for (int i = 0; i < 2; i++) { ERR_FAIL_COND(rt->mip_maps[i].sizes.size()); int w = rt->width; int h = rt->height; if (i > 0) { w >>= 1; h >>= 1; } int level = 0; int fb_w = w; int fb_h = h; while (true) { RenderTarget::MipMaps::Size mm; mm.width = w; mm.height = h; rt->mip_maps[i].sizes.push_back(mm); w >>= 1; h >>= 1; if (w < 2 || h < 2) { break; } level++; } GLsizei width = fb_w; GLsizei height = fb_h; if (config->render_to_mipmap_supported) { glGenTextures(1, &rt->mip_maps[i].color); glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color); for (int l = 0; l < level + 1; l++) { glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, nullptr); width = MAX(1, (width / 2)); height = MAX(1, (height / 2)); } #ifdef GLES_OVER_GL glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); #endif } else { // Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level for (int l = 0; l < level + 1; l++) { glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color); glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color); glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, nullptr); width = MAX(1, (width / 2)); height = MAX(1, (height / 2)); 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); } } glDisable(GL_SCISSOR_TEST); glColorMask(1, 1, 1, 1); glDepthMask(GL_TRUE); for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j]; glGenFramebuffers(1, &mm.fbo); glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); if (config->render_to_mipmap_supported) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j); } else { glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0); } bool used_depth = false; if (j == 0 && i == 0) { //use always if (config->support_depth_texture) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); } else { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } used_depth = true; } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects"); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); return; } glClearColor(1.0, 0.0, 1.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); if (used_depth) { glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); } } rt->mip_maps[i].levels = level; if (config->render_to_mipmap_supported) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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); } } rt->mip_maps_allocated = true; } glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); } void TextureStorage::_render_target_clear(RenderTarget *rt) { Config *config = Config::get_singleton(); // there is nothing to clear when DIRECT_TO_SCREEN is used if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { return; } if (rt->fbo) { glDeleteFramebuffers(1, &rt->fbo); glDeleteTextures(1, &rt->color); rt->fbo = 0; } if (rt->external.fbo != 0) { // free this glDeleteFramebuffers(1, &rt->external.fbo); // clean up our texture Texture *t = get_texture(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; t->height = 0; t->active = false; texture_free(rt->external.texture); memdelete(t); rt->external.fbo = 0; } if (rt->depth) { if (config->support_depth_texture) { glDeleteTextures(1, &rt->depth); } else { glDeleteRenderbuffers(1, &rt->depth); } rt->depth = 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->copy_screen_effect.color) { glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo); rt->copy_screen_effect.fbo = 0; glDeleteTextures(1, &rt->copy_screen_effect.color); rt->copy_screen_effect.color = 0; } for (int i = 0; i < 2; i++) { if (rt->mip_maps[i].sizes.size()) { for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo); glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color); } glDeleteTextures(1, &rt->mip_maps[i].color); rt->mip_maps[i].sizes.clear(); rt->mip_maps[i].levels = 0; rt->mip_maps[i].color = 0; } } if (rt->multisample_active) { glDeleteFramebuffers(1, &rt->multisample_fbo); rt->multisample_fbo = 0; glDeleteRenderbuffers(1, &rt->multisample_depth); rt->multisample_depth = 0; glDeleteRenderbuffers(1, &rt->multisample_color); rt->multisample_color = 0; } } RID TextureStorage::render_target_create() { RenderTarget *rt = memnew(RenderTarget); Texture *t = memnew(Texture); t->type = RenderingDevice::TEXTURE_TYPE_2D; t->flags = 0; t->width = 0; t->height = 0; t->alloc_height = 0; t->alloc_width = 0; t->format = Image::FORMAT_R8; t->target = GL_TEXTURE_2D; t->gl_format_cache = 0; t->gl_internal_format_cache = 0; t->gl_type_cache = 0; t->data_size = 0; t->total_data_size = 0; t->ignore_mipmaps = false; t->compressed = false; t->mipmaps = 1; t->active = true; t->tex_id = 0; t->render_target = rt; rt->texture = make_rid(t); return render_target_owner.make_rid(rt); } void TextureStorage::render_target_free(RID p_rid) { RenderTarget *rt = render_target_owner.get_or_null(p_rid); _render_target_clear(rt); Texture *t = get_texture(rt->texture); if (t) { texture_free(rt->texture); memdelete(t); } render_target_owner.free(p_rid); memdelete(rt); } void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->x = p_x; rt->y = p_y; } void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (p_width == rt->width && p_height == rt->height) { return; } _render_target_clear(rt); rt->width = p_width; rt->height = p_height; // print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height)); rt->allocate_is_dirty = true; //_render_target_allocate(rt); } // TODO: convert to Size2i internally Size2i TextureStorage::render_target_get_size(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, Size2()); return Size2i(rt->width, rt->height); } 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->external.fbo == 0) { return rt->texture; } else { return rt->external.texture; } } void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); Config *config = Config::get_singleton(); if (p_texture_id == 0) { if (rt->external.fbo != 0) { // free this glDeleteFramebuffers(1, &rt->external.fbo); // and this if (rt->external.depth != 0) { glDeleteRenderbuffers(1, &rt->external.depth); } // clean up our texture Texture *t = get_texture(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; t->height = 0; t->active = false; texture_free(rt->external.texture); memdelete(t); rt->external.fbo = 0; rt->external.color = 0; rt->external.depth = 0; } } else { Texture *t; if (rt->external.fbo == 0) { // create our fbo glGenFramebuffers(1, &rt->external.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); // allocate a texture t = memnew(Texture); t->type = RenderingDevice::TEXTURE_TYPE_2D; t->flags = 0; t->width = 0; t->height = 0; t->alloc_height = 0; t->alloc_width = 0; t->format = Image::FORMAT_RGBA8; t->target = GL_TEXTURE_2D; t->gl_format_cache = 0; t->gl_internal_format_cache = 0; t->gl_type_cache = 0; t->data_size = 0; t->compressed = false; t->srgb = false; t->total_data_size = 0; t->ignore_mipmaps = false; t->mipmaps = 1; t->active = true; t->tex_id = 0; t->render_target = rt; rt->external.texture = make_rid(t); } else { // bind our frame buffer glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); // find our texture t = get_texture(rt->external.texture); } // set our texture t->tex_id = p_texture_id; rt->external.color = p_texture_id; // size shouldn't be different t->width = rt->width; t->height = rt->height; t->alloc_height = rt->width; t->alloc_width = rt->height; // Switch our texture on our frame buffer { // set our texture as the destination for our framebuffer glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :) if (config->support_depth_texture) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); } else { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } } // check status and unbind GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { printf("framebuffer fail, status: %x\n", status); } ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); } } void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as // those functions change how they operate depending on the value of DIRECT_TO_SCREEN if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { _render_target_clear(rt); rt->flags[p_flag] = p_value; _render_target_allocate(rt); } rt->flags[p_flag] = p_value; switch (p_flag) { case RENDER_TARGET_TRANSPARENT: /* case RENDER_TARGET_HDR: case RENDER_TARGET_NO_3D: case RENDER_TARGET_NO_SAMPLING: case RENDER_TARGET_NO_3D_EFFECTS: */ { //must reset for these formats _render_target_clear(rt); _render_target_allocate(rt); } break; default: { } } } bool TextureStorage::render_target_was_used(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, false); return rt->used_in_frame; } void TextureStorage::render_target_clear_used(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->used_in_frame = false; } void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (rt->msaa == p_msaa) { return; } _render_target_clear(rt); rt->msaa = p_msaa; _render_target_allocate(rt); } void TextureStorage::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->use_fxaa = p_fxaa; } void TextureStorage::render_target_set_use_debanding(RID p_render_target, bool p_debanding) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); if (p_debanding) { WARN_PRINT_ONCE("Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled."); } rt->use_debanding = p_debanding; } void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->clear_requested = true; rt->clear_color = p_clear_color; // ERR_FAIL_COND(!frame.current_rt); // frame.clear_request = true; // frame.clear_request_color = p_color; } bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, false); return rt->clear_requested; } Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND_V(!rt, Color()); return rt->clear_color; } void TextureStorage::render_target_disable_clear_request(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_COND(!rt); rt->clear_requested = false; } 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) { } Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { return Rect2i(); } void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { } #endif // GLES3_ENABLED