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path: root/drivers/gles3/storage/texture_storage.h
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/*************************************************************************/
/*  texture_storage.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 TEXTURE_STORAGE_GLES3_H
#define TEXTURE_STORAGE_GLES3_H

#ifdef GLES3_ENABLED

#include "config.h"
#include "core/os/os.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"

// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif

namespace GLES3 {

#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF

#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3

#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64

#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F

#define _EXT_COMPRESSED_R11_EAC 0x9270
#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
#define _EXT_COMPRESSED_RG11_EAC 0x9272
#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define _EXT_COMPRESSED_RGB8_ETC2 0x9274
#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279

#define _GL_TEXTURE_EXTERNAL_OES 0x8D65

#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
#define _GL_HALF_FLOAT_OES 0x8D61
#endif

#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F

#define _RED_OES 0x1903

#define _DEPTH_COMPONENT24_OES 0x81A6

#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL

enum DefaultGLTexture {
	DEFAULT_GL_TEXTURE_WHITE,
	DEFAULT_GL_TEXTURE_BLACK,
	DEFAULT_GL_TEXTURE_TRANSPARENT,
	DEFAULT_GL_TEXTURE_NORMAL,
	DEFAULT_GL_TEXTURE_ANISO,
	DEFAULT_GL_TEXTURE_DEPTH,
	DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
	//DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
	DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
	DEFAULT_GL_TEXTURE_3D_WHITE,
	DEFAULT_GL_TEXTURE_3D_BLACK,
	DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
	DEFAULT_GL_TEXTURE_2D_UINT,
	DEFAULT_GL_TEXTURE_MAX
};

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;
};

/* CANVAS SHADOW */

struct CanvasLightShadow {
	RID self;
	int size;
	int height;
	GLuint fbo;
	GLuint depth;
	GLuint distance; //for older devices
};

struct RenderTarget;

struct Texture {
	RID self;

	bool is_proxy = false;
	bool is_render_target = false;

	RID proxy_to = RID();
	Vector<RID> proxies;

	String path;
	int width = 0;
	int height = 0;
	int depth = 0;
	int mipmaps = 1;
	int layers = 1;
	int alloc_width = 0;
	int alloc_height = 0;
	Image::Format format = Image::FORMAT_R8;
	Image::Format real_format = Image::FORMAT_R8;

	enum Type {
		TYPE_2D,
		TYPE_LAYERED,
		TYPE_3D
	};

	Type type;
	RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;

	GLenum target = GL_TEXTURE_2D;
	GLenum gl_format_cache = 0;
	GLenum gl_internal_format_cache = 0;
	GLenum gl_type_cache = 0;

	int total_data_size = 0;

	bool compressed = false;

	bool resize_to_po2 = false;

	bool active = false;
	GLuint tex_id = 0;

	uint16_t stored_cube_sides = 0;

	RenderTarget *render_target = nullptr;

	Ref<Image> image_cache_2d;

	bool redraw_if_visible = false;

	RS::TextureDetectCallback detect_3d_callback = nullptr;
	void *detect_3d_callback_ud = nullptr;

	RS::TextureDetectCallback detect_normal_callback = nullptr;
	void *detect_normal_callback_ud = nullptr;

	RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
	void *detect_roughness_callback_ud = nullptr;

	CanvasTexture *canvas_texture = nullptr;

	void copy_from(const Texture &o) {
		proxy_to = o.proxy_to;
		is_proxy = o.is_proxy;
		width = o.width;
		height = o.height;
		alloc_width = o.alloc_width;
		alloc_height = o.alloc_height;
		format = o.format;
		type = o.type;
		layered_type = o.layered_type;
		target = o.target;
		total_data_size = o.total_data_size;
		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;
		is_render_target = o.is_render_target;
		redraw_if_visible = o.redraw_if_visible;
		detect_3d_callback = o.detect_3d_callback;
		detect_3d_callback_ud = o.detect_3d_callback_ud;
		detect_normal_callback = o.detect_normal_callback;
		detect_normal_callback_ud = o.detect_normal_callback_ud;
		detect_roughness_callback = o.detect_roughness_callback;
		detect_roughness_callback_ud = o.detect_roughness_callback_ud;
	}

	// texture state
	void gl_set_filter(RS::CanvasItemTextureFilter p_filter) {
		if (p_filter == state_filter) {
			return;
		}
		Config *config = Config::get_singleton();
		state_filter = p_filter;
		GLenum pmin = GL_NEAREST; // param min
		GLenum pmag = GL_NEAREST; // param mag
		GLint max_lod = 1000;
		bool use_anisotropy = false;
		switch (state_filter) {
			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
				pmin = GL_NEAREST;
				pmag = GL_NEAREST;
				max_lod = 0;
			} break;
			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
				pmin = GL_LINEAR;
				pmag = GL_LINEAR;
				max_lod = 0;
			} break;
			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
				use_anisotropy = true;
			};
				[[fallthrough]];
			case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
				pmag = GL_NEAREST;
				if (mipmaps <= 1) {
					pmin = GL_NEAREST;
					max_lod = 0;
				} else if (config->use_nearest_mip_filter) {
					pmin = GL_NEAREST_MIPMAP_NEAREST;
				} else {
					pmin = GL_NEAREST_MIPMAP_LINEAR;
				}
			} break;
			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
				use_anisotropy = true;
			};
				[[fallthrough]];
			case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
				pmag = GL_LINEAR;
				if (mipmaps <= 1) {
					pmin = GL_LINEAR;
					max_lod = 0;
				} else if (config->use_nearest_mip_filter) {
					pmin = GL_LINEAR_MIPMAP_NEAREST;
				} else {
					pmin = GL_LINEAR_MIPMAP_LINEAR;
				}
			} break;
			default: {
			} break;
		}
		glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
		glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
		glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
		if (config->support_anisotropic_filter && use_anisotropy) {
			glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
		}
	}
	void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
		if (p_repeat == state_repeat) {
			return;
		}
		state_repeat = p_repeat;
		GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
		switch (state_repeat) {
			case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
				prep = GL_REPEAT;
			} break;
			case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
				prep = GL_MIRRORED_REPEAT;
			} break;
			default: {
			} break;
		}
		glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
		glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
		glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
	}

private:
	RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
	RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};

struct RenderTarget {
	struct External {
		GLuint fbo = 0;
		GLuint color = 0;
		GLuint depth = 0;
		RID texture;

		External() {
		}
	} external;

	Point2i position = Point2i(0, 0);
	Size2i size = Size2i(0, 0);
	int mipmap_count = 1;
	RID self;
	GLuint fbo = 0;
	GLuint color = 0;
	GLuint backbuffer_fbo = 0;
	GLuint backbuffer = 0;

	GLuint color_internal_format = GL_RGBA8;
	GLuint color_format = GL_RGBA;
	GLuint color_type = GL_UNSIGNED_BYTE;
	Image::Format image_format = Image::FORMAT_RGBA8;

	bool is_transparent = false;
	bool direct_to_screen = false;

	bool used_in_frame = false;
	RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;

	RID texture;

	Color clear_color = Color(1, 1, 1, 1);
	bool clear_requested = false;

	RenderTarget() {
	}
};

class TextureStorage : public RendererTextureStorage {
private:
	static TextureStorage *singleton;

	RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];

	/* Canvas Texture API */

	RID_Owner<CanvasTexture, true> canvas_texture_owner;

	/* CANVAS SHADOW */

	RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;

	/* Texture API */

	mutable RID_Owner<Texture> texture_owner;

	Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, 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;

	/* Render Target API */

	mutable RID_Owner<RenderTarget> render_target_owner;

	void _clear_render_target(RenderTarget *rt);
	void _update_render_target(RenderTarget *rt);
	void _create_render_target_backbuffer(RenderTarget *rt);

public:
	static TextureStorage *get_singleton();

	TextureStorage();
	virtual ~TextureStorage();

	_FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) {
		return default_gl_textures[p_texture];
	}

	/* Canvas Texture API */

	CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
	bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };

	virtual RID canvas_texture_allocate() override;
	virtual void canvas_texture_initialize(RID p_rid) override;
	virtual void canvas_texture_free(RID p_rid) override;

	virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
	virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;

	virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
	virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;

	/* CANVAS SHADOW */

	RID canvas_light_shadow_buffer_create(int p_width);

	/* Texture API */

	Texture *get_texture(RID p_rid) {
		Texture *texture = texture_owner.get_or_null(p_rid);
		if (texture && texture->is_proxy) {
			return texture_owner.get_or_null(texture->proxy_to);
		}
		return texture;
	};
	bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };

	virtual bool can_create_resources_async() const override;

	RID texture_create();

	virtual RID texture_allocate() override;
	virtual void texture_free(RID p_rid) override;

	virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
	virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
	virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
	virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent

	virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
	virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
	virtual void texture_proxy_update(RID p_proxy, RID p_base) override;

	//these two APIs can be used together or in combination with the others.
	virtual void texture_2d_placeholder_initialize(RID p_texture) override;
	virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
	virtual void texture_3d_placeholder_initialize(RID p_texture) override;

	virtual Ref<Image> texture_2d_get(RID p_texture) const override;
	virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
	virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };

	virtual void texture_replace(RID p_texture, RID p_by_texture) override;
	virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;

	virtual void texture_set_path(RID p_texture, const String &p_path) override;
	virtual String texture_get_path(RID p_texture) const override;

	virtual 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);
	virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
	virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;

	virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;

	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;

	virtual Size2 texture_size_with_proxy(RID p_proxy) override;

	void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
	void texture_set_data_partial(RID p_texture, const Ref<Image> &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<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
	void texture_set_sampler(RID p_texture, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat);
	Image::Format texture_get_format(RID p_texture) const;
	uint32_t texture_get_texid(RID p_texture) const;
	uint32_t texture_get_width(RID p_texture) const;
	uint32_t texture_get_height(RID p_texture) const;
	uint32_t texture_get_depth(RID p_texture) const;
	void texture_bind(RID p_texture, uint32_t p_texture_no);
	RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;

	/* DECAL API */

	virtual RID decal_allocate() override;
	virtual void decal_initialize(RID p_rid) override;
	virtual void decal_free(RID p_rid) override{};

	virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
	virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
	virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
	virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
	virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
	virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
	virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
	virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
	virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;

	virtual AABB decal_get_aabb(RID p_decal) const override;

	virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
	virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}

	/* RENDER TARGET API */

	static GLuint system_fbo;

	RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
	bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };

	virtual RID render_target_create() override;
	virtual void render_target_free(RID p_rid) override;
	virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
	virtual 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);
	virtual RID render_target_get_texture(RID p_render_target) override;
	virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;

	virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override;
	virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override;
	virtual bool render_target_was_used(RID p_render_target) override;
	void render_target_clear_used(RID p_render_target);

	// 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;

	void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
	void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
	void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
	virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override{};
	virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override{};

	void bind_framebuffer(GLuint framebuffer) {
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
	}

	void bind_framebuffer_system() {
		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
	}

	String get_framebuffer_error(GLenum p_status);
};

inline String TextureStorage::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);
}

} // namespace GLES3

#endif // GLES3_ENABLED

#endif // TEXTURE_STORAGE_GLES3_H