/*************************************************************************/ /* utilities.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 "utilities.h" #include "config.h" #include "light_storage.h" #include "material_storage.h" #include "mesh_storage.h" #include "particles_storage.h" #include "texture_storage.h" using namespace GLES3; Utilities *Utilities::singleton = nullptr; Utilities::Utilities() { singleton = this; } Utilities::~Utilities() { singleton = nullptr; } Vector Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) { Vector ret; ret.resize(p_buffer_size); glBindBuffer(p_target, p_buffer); #if defined(__EMSCRIPTEN__) { uint8_t *w = ret.ptrw(); glGetBufferSubData(p_target, 0, p_buffer_size, w); } #else void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT); ERR_FAIL_NULL_V(data, Vector()); { uint8_t *w = ret.ptrw(); memcpy(w, data, p_buffer_size); } glUnmapBuffer(p_target); #endif glBindBuffer(p_target, 0); return ret; } /* INSTANCES */ RS::InstanceType Utilities::get_base_type(RID p_rid) const { if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) { return RS::INSTANCE_MESH; } else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { return RS::INSTANCE_MULTIMESH; } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) { return RS::INSTANCE_LIGHT; } return RS::INSTANCE_NONE; } bool Utilities::free(RID p_rid) { if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) { GLES3::TextureStorage::get_singleton()->render_target_free(p_rid); return true; } else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) { GLES3::TextureStorage::get_singleton()->texture_free(p_rid); return true; } else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) { GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid); return true; } else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) { GLES3::MaterialStorage::get_singleton()->shader_free(p_rid); return true; } else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) { GLES3::MaterialStorage::get_singleton()->material_free(p_rid); return true; } else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) { GLES3::MeshStorage::get_singleton()->mesh_free(p_rid); return true; } else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid); return true; } else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) { GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid); return true; } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) { GLES3::LightStorage::get_singleton()->light_free(p_rid); return true; } else { return false; } /* else if (reflection_probe_owner.owns(p_rid)) { // delete the texture ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid); reflection_probe->instance_remove_deps(); reflection_probe_owner.free(p_rid); memdelete(reflection_probe); return true; } else if (lightmap_capture_data_owner.owns(p_rid)) { // delete the texture LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid); lightmap_capture->instance_remove_deps(); lightmap_capture_data_owner.free(p_rid); memdelete(lightmap_capture); return true; } else if (canvas_occluder_owner.owns(p_rid)) { CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid); if (co->index_id) { glDeleteBuffers(1, &co->index_id); } if (co->vertex_id) { glDeleteBuffers(1, &co->vertex_id); } canvas_occluder_owner.free(p_rid); memdelete(co); return true; } else if (canvas_light_shadow_owner.owns(p_rid)) { CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid); glDeleteFramebuffers(1, &cls->fbo); glDeleteRenderbuffers(1, &cls->depth); glDeleteTextures(1, &cls->distance); canvas_light_shadow_owner.free(p_rid); memdelete(cls); return true; } */ } /* DEPENDENCIES */ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) { if (MeshStorage::get_singleton()->owns_mesh(p_base)) { Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base); p_instance->update_dependency(&mesh->dependency); } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) { MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base); p_instance->update_dependency(&multimesh->dependency); if (multimesh->mesh.is_valid()) { base_update_dependency(multimesh->mesh, p_instance); } } else if (LightStorage::get_singleton()->owns_light(p_base)) { Light *l = LightStorage::get_singleton()->get_light(p_base); p_instance->update_dependency(&l->dependency); } } /* VISIBILITY NOTIFIER */ RID Utilities::visibility_notifier_allocate() { return RID(); } void Utilities::visibility_notifier_initialize(RID p_notifier) { } void Utilities::visibility_notifier_free(RID p_notifier) { } void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) { } void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) { } AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const { return AABB(); } void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) { } /* TIMING */ //void Utilities::render_info_begin_capture() { // info.snap = info.render; //} //void Utilities::render_info_end_capture() { // info.snap.object_count = info.render.object_count - info.snap.object_count; // info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count; // info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count; // info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count; // info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count; // info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count; // info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count; // info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count; //} //int Utilities::get_captured_render_info(RS::RenderInfo p_info) { // switch (p_info) { // case RS::INFO_OBJECTS_IN_FRAME: { // return info.snap.object_count; // } break; // case RS::INFO_VERTICES_IN_FRAME: { // return info.snap.vertices_count; // } break; // case RS::INFO_MATERIAL_CHANGES_IN_FRAME: { // return info.snap.material_switch_count; // } break; // case RS::INFO_SHADER_CHANGES_IN_FRAME: { // return info.snap.shader_rebind_count; // } break; // case RS::INFO_SURFACE_CHANGES_IN_FRAME: { // return info.snap.surface_switch_count; // } break; // case RS::INFO_DRAW_CALLS_IN_FRAME: { // return info.snap.draw_call_count; // } break; // /* // case RS::INFO_2D_ITEMS_IN_FRAME: { // return info.snap._2d_item_count; // } break; // case RS::INFO_2D_DRAW_CALLS_IN_FRAME: { // return info.snap._2d_draw_call_count; // } break; // */ // default: { // return get_render_info(p_info); // } // } //} //int Utilities::get_render_info(RS::RenderInfo p_info) { // switch (p_info) { // case RS::INFO_OBJECTS_IN_FRAME: // return info.render_final.object_count; // case RS::INFO_VERTICES_IN_FRAME: // return info.render_final.vertices_count; // case RS::INFO_MATERIAL_CHANGES_IN_FRAME: // return info.render_final.material_switch_count; // case RS::INFO_SHADER_CHANGES_IN_FRAME: // return info.render_final.shader_rebind_count; // case RS::INFO_SURFACE_CHANGES_IN_FRAME: // return info.render_final.surface_switch_count; // case RS::INFO_DRAW_CALLS_IN_FRAME: // return info.render_final.draw_call_count; // /* // case RS::INFO_2D_ITEMS_IN_FRAME: // return info.render_final._2d_item_count; // case RS::INFO_2D_DRAW_CALLS_IN_FRAME: // return info.render_final._2d_draw_call_count; //*/ // case RS::INFO_USAGE_VIDEO_MEM_TOTAL: // return 0; //no idea // case RS::INFO_VIDEO_MEM_USED: // return info.vertex_mem + info.texture_mem; // case RS::INFO_TEXTURE_MEM_USED: // return info.texture_mem; // case RS::INFO_VERTEX_MEM_USED: // return info.vertex_mem; // default: // return 0; //no idea either // } //} /* MISC */ void Utilities::update_dirty_resources() { MaterialStorage::get_singleton()->_update_global_shader_uniforms(); MaterialStorage::get_singleton()->_update_queued_materials(); //MeshStorage::get_singleton()->_update_dirty_skeletons(); MeshStorage::get_singleton()->_update_dirty_multimeshes(); } void Utilities::set_debug_generate_wireframes(bool p_generate) { } bool Utilities::has_os_feature(const String &p_feature) const { Config *config = Config::get_singleton(); if (!config) { return false; } if (p_feature == "rgtc") { return config->rgtc_supported; } if (p_feature == "s3tc") { return config->s3tc_supported; } if (p_feature == "bptc") { return config->bptc_supported; } if (p_feature == "etc" || p_feature == "etc2") { return config->etc2_supported; } return false; } void Utilities::update_memory_info() { } uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) { return 0; } String Utilities::get_video_adapter_name() const { return (const char *)glGetString(GL_RENDERER); } String Utilities::get_video_adapter_vendor() const { return (const char *)glGetString(GL_VENDOR); } RenderingDevice::DeviceType Utilities::get_video_adapter_type() const { return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER; } String Utilities::get_video_adapter_api_version() const { return (const char *)glGetString(GL_VERSION); } #endif // GLES3_ENABLED