godot/drivers/gles3/storage/texture_storage.cpp

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/**************************************************************************/
/* texture_storage.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "../effects/copy_effects.h"
#include "../rasterizer_gles3.h"
#include "config.h"
#include "utilities.h"
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#ifdef ANDROID_ENABLED
#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
#endif
using namespace GLES3;
TextureStorage *TextureStorage::singleton = nullptr;
TextureStorage *TextureStorage::get_singleton() {
return singleton;
}
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,
};
TextureStorage::TextureStorage() {
singleton = this;
{ //create default textures
{ // White Textures
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
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image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
Vector<Ref<Image>> images;
images.push_back(image);
default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
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for (int i = 0; i < 5; i++) {
images.push_back(image);
}
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default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
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{
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
}
{ // black
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
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image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
Vector<Ref<Image>> images;
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for (int i = 0; i < 6; i++) {
images.push_back(image);
}
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default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
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{
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color());
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Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
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default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
}
{ // transparent black
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
}
{
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0.5, 0.5, 1, 1));
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image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
}
{
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Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1.0, 0.5, 1, 1));
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image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
}
{
unsigned char pixel_data[4 * 4 * 4];
for (int i = 0; i < 16; i++) {
pixel_data[i * 4 + 0] = 0;
pixel_data[i * 4 + 1] = 0;
pixel_data[i * 4 + 2] = 0;
pixel_data[i * 4 + 3] = 0;
}
default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate();
Texture texture;
texture.width = 4;
texture.height = 4;
texture.format = Image::FORMAT_RGBA8;
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture);
glBindTexture(GL_TEXTURE_2D, texture.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 4, "Default uint texture");
texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
{
uint16_t pixel_data[4 * 4];
for (int i = 0; i < 16; i++) {
pixel_data[i] = Math::make_half_float(1.0f);
}
default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate();
Texture texture;
texture.width = 4;
texture.height = 4;
texture.format = Image::FORMAT_RGBA8;
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture);
glBindTexture(GL_TEXTURE_2D, texture.tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 2, "Default depth texture");
texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
{ // Atlas Texture initialize.
uint8_t pixel_data[4 * 4 * 4];
for (int i = 0; i < 16; i++) {
pixel_data[i * 4 + 0] = 0;
pixel_data[i * 4 + 1] = 0;
pixel_data[i * 4 + 2] = 0;
pixel_data[i * 4 + 3] = 255;
}
glGenTextures(1, &texture_atlas.texture);
glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, 4 * 4 * 4, "Texture atlas (Default)");
}
glBindTexture(GL_TEXTURE_2D, 0);
{
sdf_shader.shader.initialize();
sdf_shader.shader_version = sdf_shader.shader.version_create();
}
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
glEnable(GL_PROGRAM_POINT_SIZE);
}
#endif // GL_API_ENABLED
}
TextureStorage::~TextureStorage() {
singleton = nullptr;
for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
texture_free(default_gl_textures[i]);
}
if (texture_atlas.texture != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
}
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
sdf_shader.shader.version_free(sdf_shader.shader_version);
}
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//TODO, move back to storage
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);
ERR_FAIL_NULL(ct);
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);
ERR_FAIL_NULL(ct);
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);
ERR_FAIL_NULL(ct);
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);
ERR_FAIL_NULL(ct);
ct->texture_repeat = p_repeat;
}
/* Texture API */
Ref<Image> TextureStorage::_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 {
Config *config = Config::get_singleton();
r_gl_format = 0;
Ref<Image> image = p_image;
r_compressed = false;
r_real_format = p_format;
bool need_decompress = false;
bool decompress_ra_to_rg = false;
switch (p_format) {
case Image::FORMAT_L8: {
if (RasterizerGLES3::is_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;
}
} break;
case Image::FORMAT_LA8: {
if (RasterizerGLES3::is_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;
}
} 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;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
} 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_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;
} 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;
} 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;
} 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;
} 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_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_ETC:
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;
} 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;
} 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;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RA_AS_RG: {
#ifndef WEB_ENABLED
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;
} else
#endif
{
need_decompress = true;
}
decompress_ra_to_rg = true;
} break;
case Image::FORMAT_DXT5_RA_AS_RG: {
#ifndef WEB_ENABLED
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;
} else
#endif
{
need_decompress = true;
}
decompress_ra_to_rg = true;
} break;
case Image::FORMAT_ASTC_4x4: {
if (config->astc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ASTC_4x4_HDR: {
if (config->astc_hdr_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ASTC_8x8: {
if (config->astc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ASTC_8x8_HDR: {
if (config->astc_hdr_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
default: {
ERR_FAIL_V_MSG(Ref<Image>(), "The image format " + itos(p_format) + " is not supported by the GL Compatibility rendering backend.");
}
}
if (need_decompress || p_force_decompress) {
if (!image.is_null()) {
image = image->duplicate();
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
if (decompress_ra_to_rg) {
image->convert_ra_rgba8_to_rg();
image->convert(Image::FORMAT_RG8);
}
switch (image->get_format()) {
case Image::FORMAT_RG8: {
r_gl_format = GL_RG;
r_gl_internal_format = GL_RG8;
r_gl_type = GL_UNSIGNED_BYTE;
r_real_format = Image::FORMAT_RG8;
r_compressed = false;
} break;
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;
}
RID TextureStorage::texture_allocate() {
return texture_owner.allocate_rid();
}
void TextureStorage::texture_free(RID p_texture) {
Texture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(t);
ERR_FAIL_COND(t->is_render_target);
if (t->canvas_texture) {
memdelete(t->canvas_texture);
}
bool must_free_data = false;
if (t->is_proxy) {
if (t->proxy_to.is_valid()) {
Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
if (proxy_to) {
proxy_to->proxies.erase(p_texture);
}
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}
} else {
must_free_data = t->tex_id != 0 && !t->is_external;
}
if (must_free_data) {
GLES3::Utilities::get_singleton()->texture_free_data(t->tex_id);
t->tex_id = 0;
}
texture_atlas_remove_texture(p_texture);
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.get_or_null(t->proxies[i]);
ERR_CONTINUE(!p);
p->proxy_to = RID();
p->tex_id = 0;
}
texture_owner.free(p_texture);
}
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
ERR_FAIL_COND(p_image.is_null());
Texture texture;
texture.width = p_image->get_width();
texture.height = p_image->get_height();
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texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
texture.mipmaps = p_image->get_mipmap_count() + 1;
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
texture.total_data_size = p_image->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps);
texture.active = true;
glGenTextures(1, &texture.tex_id);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 2D");
texture_owner.initialize_rid(p_texture, texture);
texture_set_data(p_texture, p_image);
}
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
ERR_FAIL_COND(p_layers.is_empty());
ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
ERR_FAIL_COND_MSG(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY, "Cubemap Arrays are not supported in the GL Compatibility backend.");
const Ref<Image> &image = p_layers[0];
{
int valid_width = 0;
int valid_height = 0;
bool valid_mipmaps = false;
Image::Format valid_format = Image::FORMAT_MAX;
for (int i = 0; i < p_layers.size(); i++) {
ERR_FAIL_COND(p_layers[i]->is_empty());
if (i == 0) {
valid_width = p_layers[i]->get_width();
valid_height = p_layers[i]->get_height();
valid_format = p_layers[i]->get_format();
valid_mipmaps = p_layers[i]->has_mipmaps();
} else {
ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
}
}
}
Texture texture;
texture.width = image->get_width();
texture.height = image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
texture.mipmaps = image->get_mipmap_count() + 1;
texture.format = image->get_format();
texture.type = Texture::TYPE_LAYERED;
texture.layered_type = p_layered_type;
texture.target = p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D_ARRAY;
texture.layers = p_layers.size();
_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
texture.total_data_size = p_layers[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.layers;
texture.active = true;
glGenTextures(1, &texture.tex_id);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture Layered");
texture_owner.initialize_rid(p_texture, texture);
for (int i = 0; i < p_layers.size(); i++) {
_texture_set_data(p_texture, p_layers[i], i, i == 0);
}
}
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void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
ERR_FAIL_COND(p_data.is_empty());
Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
Ref<Image> image = p_data[0];
int mipmap_count = 0;
{
Size2i prev_size;
for (int i = 0; i < p_data.size(); i++) {
Size2i img_size(p_data[i]->get_width(), p_data[i]->get_height());
if (img_size != prev_size) {
mipmap_count++;
}
prev_size = img_size;
}
}
Texture texture;
texture.width = p_width;
texture.height = p_height;
texture.depth = p_depth;
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
texture.mipmaps = mipmap_count;
texture.format = image->get_format();
texture.type = Texture::TYPE_3D;
texture.target = GL_TEXTURE_3D;
_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
texture.total_data_size = p_data[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.depth;
texture.active = true;
glGenTextures(1, &texture.tex_id);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 3D");
texture_owner.initialize_rid(p_texture, texture);
_texture_set_3d_data(p_texture, p_data, true);
}
// Called internally when texture_proxy_create(p_base) is called.
// Note: p_base is the root and p_texture is the proxy.
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
Texture *texture = texture_owner.get_or_null(p_base);
ERR_FAIL_NULL(texture);
Texture proxy_tex;
proxy_tex.copy_from(*texture);
proxy_tex.proxy_to = p_base;
proxy_tex.is_render_target = false;
proxy_tex.is_proxy = true;
proxy_tex.proxies.clear();
texture->proxies.push_back(p_texture);
texture_owner.initialize_rid(p_texture, proxy_tex);
}
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RID TextureStorage::texture_create_external(GLES3::Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) {
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Texture texture;
texture.active = true;
texture.is_external = true;
texture.type = p_type;
switch (p_type) {
case Texture::TYPE_2D: {
texture.target = GL_TEXTURE_2D;
} break;
case Texture::TYPE_3D: {
texture.target = GL_TEXTURE_3D;
} break;
case Texture::TYPE_LAYERED: {
texture.target = GL_TEXTURE_2D_ARRAY;
} break;
}
texture.real_format = texture.format = p_format;
texture.tex_id = p_image;
texture.alloc_width = texture.width = p_width;
texture.alloc_height = texture.height = p_height;
texture.depth = p_depth;
texture.layers = p_layers;
texture.layered_type = p_layered_type;
return texture_owner.make_rid(texture);
}
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
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texture_set_data(p_texture, p_image, p_layer);
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex);
GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
#ifdef TOOLS_ENABLED
tex->image_cache_2d.unref();
#endif
}
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void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex);
ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
_texture_set_3d_data(p_texture, p_data, false);
GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
}
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex);
ERR_FAIL_COND(!tex->is_proxy);
Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
ERR_FAIL_NULL(proxy_to);
ERR_FAIL_COND(proxy_to->is_proxy);
if (tex->proxy_to.is_valid()) {
Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
ERR_FAIL_NULL(prev_tex);
prev_tex->proxies.erase(p_texture);
}
*tex = *proxy_to;
tex->proxy_to = p_proxy_to;
tex->is_render_target = false;
tex->is_proxy = true;
tex->proxies.clear();
tex->canvas_texture = nullptr;
tex->tex_id = 0;
proxy_to->proxies.push_back(p_texture);
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
texture_2d_initialize(p_texture, image);
}
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
images.push_back(image);
} else {
//cube
for (int i = 0; i < 6; i++) {
images.push_back(image);
}
}
texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
//cube
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_V(texture, Ref<Image>());
#ifdef TOOLS_ENABLED
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if (texture->image_cache_2d.is_valid() && !texture->is_render_target) {
return texture->image_cache_2d;
}
#endif
Ref<Image> image;
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
// It also allows for reading compressed textures, mipmaps, and more formats.
Vector<uint8_t> data;
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int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
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data.resize(data_size * 2); // Add some memory at the end, just in case for buggy drivers.
uint8_t *w = data.ptrw();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex_id);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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for (int i = 0; i < texture->mipmaps; i++) {
int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i);
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if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &w[ofs]);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
}
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}
data.resize(data_size);
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ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
image = Image::create_from_data(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
image->convert(texture->format);
}
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
Vector<uint8_t> data;
// On web and mobile we always read an RGBA8 image with no mipmaps.
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.
uint8_t *w = data.ptrw();
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, nullptr);
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);
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glDepthFunc(GL_GEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glDeleteTextures(1, &temp_color_texture);
glDeleteFramebuffers(1, &temp_framebuffer);
data.resize(data_size);
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ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != Image::FORMAT_RGBA8) {
image->convert(texture->format);
}
if (texture->mipmaps > 1) {
image->generate_mipmaps();
}
}
#endif // GLES_API_ENABLED
#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
texture->image_cache_2d = image;
}
#endif
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return image;
}
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Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_V(texture, Ref<Image>());
Vector<uint8_t> 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
uint8_t *w = data.ptrw();
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, nullptr);
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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_ARRAY, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), p_layer, Texture::TYPE_LAYERED);
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glDeleteTextures(1, &temp_color_texture);
glDeleteFramebuffers(1, &temp_framebuffer);
data.resize(data_size);
ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != Image::FORMAT_RGBA8) {
image->convert(texture->format);
}
if (texture->mipmaps > 1) {
image->generate_mipmaps();
}
return image;
}
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Vector<Ref<Image>> TextureStorage::_texture_3d_read_framebuffer(GLES3::Texture *p_texture) const {
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ERR_FAIL_NULL_V(p_texture, Vector<Ref<Image>>());
Vector<Ref<Image>> ret;
Vector<uint8_t> data;
int width = p_texture->width;
int height = p_texture->height;
int depth = p_texture->depth;
for (int mipmap_level = 0; mipmap_level < p_texture->mipmaps; mipmap_level++) {
int data_size = Image::get_image_data_size(width, height, Image::FORMAT_RGBA8, false);
glViewport(0, 0, width, height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
for (int layer = 0; layer < depth; layer++) {
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
uint8_t *w = data.ptrw();
float layer_f = layer / float(depth);
CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), layer_f, Texture::TYPE_3D, mipmap_level);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
data.resize(data_size);
ERR_FAIL_COND_V(data.is_empty(), Vector<Ref<Image>>());
Ref<Image> img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, data);
ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
if (p_texture->format != Image::FORMAT_RGBA8) {
img->convert(p_texture->format);
}
ret.push_back(img);
}
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
depth = MAX(1, depth >> 1);
}
return ret;
}
Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_V(texture, Vector<Ref<Image>>());
ERR_FAIL_COND_V(texture->type != Texture::TYPE_3D, Vector<Ref<Image>>());
#ifdef TOOLS_ENABLED
if (!texture->image_cache_3d.is_empty() && !texture->is_render_target) {
return texture->image_cache_3d;
}
#endif
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, nullptr);
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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_3D, texture->tex_id);
Vector<Ref<Image>> ret = _texture_3d_read_framebuffer(texture);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glDeleteTextures(1, &temp_color_texture);
glDeleteFramebuffers(1, &temp_framebuffer);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
texture->image_cache_3d = ret;
}
#endif
return ret;
}
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
Texture *tex_to = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(tex_to);
ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy
Texture *tex_from = texture_owner.get_or_null(p_by_texture);
ERR_FAIL_NULL(tex_from);
ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy
if (tex_to == tex_from) {
return;
}
if (tex_to->canvas_texture) {
memdelete(tex_to->canvas_texture);
tex_to->canvas_texture = nullptr;
}
if (tex_to->tex_id) {
GLES3::Utilities::get_singleton()->texture_free_data(tex_to->tex_id);
tex_to->tex_id = 0;
}
Vector<RID> proxies_to_update = tex_to->proxies;
Vector<RID> proxies_to_redirect = tex_from->proxies;
*tex_to = *tex_from;
tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated
if (tex_to->canvas_texture) {
tex_to->canvas_texture->diffuse = p_texture; //update
}
for (int i = 0; i < proxies_to_update.size(); i++) {
texture_proxy_update(proxies_to_update[i], p_texture);
}
for (int i = 0; i < proxies_to_redirect.size(); i++) {
texture_proxy_update(proxies_to_redirect[i], p_texture);
}
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
texture_atlas_mark_dirty_on_texture(p_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_NULL(texture);
ERR_FAIL_COND(texture->is_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_NULL(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_NULL_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_NULL(texture);
texture->detect_3d_callback = p_callback;
texture->detect_3d_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *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_NULL(texture);
texture->detect_normal_callback = p_callback;
texture->detect_normal_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(texture);
texture->detect_roughness_callback = p_callback;
texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
List<RID> textures;
texture_owner.get_owned_list(&textures);
for (List<RID>::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 = t->depth;
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_NULL(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_NULL_V(texture, Size2());
if (texture->is_proxy) {
const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
return Size2(proxy->width, proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
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void TextureStorage::texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type) {
}
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RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const {
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return RID();
}
uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) const {
const Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_V(texture, 0);
return texture->tex_id;
}
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
_texture_set_data(p_texture, p_image, p_layer, false);
}
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void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(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->is_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());
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed = false;
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
ERR_FAIL_COND(img.is_null());
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);
}
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GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : texture->target;
Vector<uint8_t> read = img->get_data();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
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_texture_set_swizzle(texture, real_format);
int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
// Set filtering and repeat state to default.
if (mipmaps > 1) {
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
} else {
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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);
if (texture->target == GL_TEXTURE_2D_ARRAY) {
if (p_initialize) {
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0,
size * texture->layers, &read[ofs]);
} else {
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, internal_format, size, &read[ofs]);
}
} else {
glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]);
}
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (texture->target == GL_TEXTURE_2D_ARRAY) {
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if (p_initialize) {
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
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} 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);
}
texture->total_data_size = tsize;
texture->stored_cube_sides |= (1 << p_layer);
texture->mipmaps = mipmaps;
}
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void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL(texture);
ERR_FAIL_COND(!texture->active);
ERR_FAIL_COND(texture->is_render_target);
ERR_FAIL_COND(texture->target != GL_TEXTURE_3D);
ERR_FAIL_COND(p_data.is_empty());
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed = false;
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_data[0], p_data[0]->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
ERR_FAIL_COND(img.is_null());
ERR_FAIL_COND_MSG(compressed, "Compressed 3D textures are not supported in the GL Compatibility backend.");
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
_texture_set_swizzle(texture, texture->real_format);
// Set filtering and repeat state to default.
if (texture->mipmaps > 1) {
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
} else {
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
Vector<Ref<Image>> images;
images.resize(p_data.size());
for (int i = 0; i < p_data.size(); i++) {
Ref<Image> image = p_data[i];
if (image->get_format() != texture->format) {
image = image->duplicate();
image->convert(texture->format);
}
images.write[i] = image;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
int all_data_size = 0;
int mipmap_level = 0;
int layer = 0;
int depth = texture->depth;
Size2i prev_size(images[0]->get_width(), images[0]->get_height());
for (int i = 0; i < images.size(); i++) {
Ref<Image> image = images[i];
Size2i img_size(image->get_width(), image->get_height());
if (img_size != prev_size) {
mipmap_level++;
depth = MAX(1, depth >> 1);
layer = 0;
}
prev_size = img_size;
all_data_size += image->get_data().size();
if (layer == 0 && p_initialize) {
glTexImage3D(GL_TEXTURE_3D, mipmap_level, internal_format, img_size.width, img_size.height, depth, 0, format, type, nullptr);
}
glTexSubImage3D(GL_TEXTURE_3D, mipmap_level, 0, 0, layer, img_size.width, img_size.height, 1, format, type, image->get_data().ptr());
layer++;
}
texture->total_data_size = all_data_size;
texture->mipmaps = mipmap_level + 1;
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
texture->image_cache_3d = images;
}
#endif
}
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void TextureStorage::_texture_set_swizzle(GLES3::Texture *p_texture, Image::Format p_real_format) {
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#ifndef WEB_ENABLED
switch (p_texture->format) {
case Image::FORMAT_L8: {
if (RasterizerGLES3::is_gles_over_gl()) {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
} else {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
} break;
case Image::FORMAT_LA8: {
if (RasterizerGLES3::is_gles_over_gl()) {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
} else {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
} break;
case Image::FORMAT_ETC2_RA_AS_RG:
case Image::FORMAT_DXT5_RA_AS_RG: {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
if (p_texture->format == p_real_format) {
// Swizzle RA from compressed texture into RG.
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
} else {
// Converted textures are already in RG, leave as-is.
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
}
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
} break;
default: {
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
} break;
}
#endif // WEB_ENABLED
}
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_V(texture, Image::FORMAT_L8);
return texture->format;
}
uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_NULL_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_NULL_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_NULL_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_NULL_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_NULL(texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
/* TEXTURE ATLAS API */
void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
if (!texture_atlas.textures.has(p_texture)) {
TextureAtlas::Texture t;
t.users = 1;
texture_atlas.textures[p_texture] = t;
texture_atlas.dirty = true;
} else {
TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
t->users++;
}
}
void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {
TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
ERR_FAIL_NULL(t);
t->users--;
if (t->users == 0) {
texture_atlas.textures.erase(p_texture);
// Do not mark it dirty, there is no need to since it remains working.
}
}
void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) {
if (texture_atlas.textures.has(p_texture)) {
texture_atlas.dirty = true; // Mark it dirty since it was most likely modified.
}
}
void TextureStorage::texture_atlas_remove_texture(RID p_texture) {
if (texture_atlas.textures.has(p_texture)) {
texture_atlas.textures.erase(p_texture);
// There is not much a point of making it dirty, texture can be removed next time the atlas is updated.
}
}
GLuint TextureStorage::texture_atlas_get_texture() const {
return texture_atlas.texture;
}
void TextureStorage::update_texture_atlas() {
CopyEffects *copy_effects = CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);
if (!texture_atlas.dirty) {
return; //nothing to do
}
texture_atlas.dirty = false;
if (texture_atlas.texture != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
}
const int border = 2;
if (texture_atlas.textures.size()) {
//generate atlas
Vector<TextureAtlas::SortItem> itemsv;
itemsv.resize(texture_atlas.textures.size());
uint32_t base_size = 8;
int idx = 0;
for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
TextureAtlas::SortItem &si = itemsv.write[idx];
Texture *src_tex = get_texture(E.key);
si.size.width = (src_tex->width / border) + 1;
si.size.height = (src_tex->height / border) + 1;
si.pixel_size = Size2i(src_tex->width, src_tex->height);
if (base_size < (uint32_t)si.size.width) {
base_size = nearest_power_of_2_templated(si.size.width);
}
si.texture = E.key;
idx++;
}
//sort items by size
itemsv.sort();
//attempt to create atlas
int item_count = itemsv.size();
TextureAtlas::SortItem *items = itemsv.ptrw();
int atlas_height = 0;
while (true) {
Vector<int> v_offsetsv;
v_offsetsv.resize(base_size);
int *v_offsets = v_offsetsv.ptrw();
memset(v_offsets, 0, sizeof(int) * base_size);
int max_height = 0;
for (int i = 0; i < item_count; i++) {
//best fit
TextureAtlas::SortItem &si = items[i];
int best_idx = -1;
int best_height = 0x7FFFFFFF;
for (uint32_t j = 0; j <= base_size - si.size.width; j++) {
int height = 0;
for (int k = 0; k < si.size.width; k++) {
int h = v_offsets[k + j];
if (h > height) {
height = h;
if (height > best_height) {
break; //already bad
}
}
}
if (height < best_height) {
best_height = height;
best_idx = j;
}
}
//update
for (int k = 0; k < si.size.width; k++) {
v_offsets[k + best_idx] = best_height + si.size.height;
}
si.pos.x = best_idx;
si.pos.y = best_height;
if (si.pos.y + si.size.height > max_height) {
max_height = si.pos.y + si.size.height;
}
}
if ((uint32_t)max_height <= base_size * 2) {
atlas_height = max_height;
break; //good ratio, break;
}
base_size *= 2;
}
texture_atlas.size.width = base_size * border;
texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
for (int i = 0; i < item_count; i++) {
TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
t->uv_rect.size = items[i].pixel_size;
t->uv_rect.position /= Size2(texture_atlas.size);
t->uv_rect.size /= Size2(texture_atlas.size);
}
} else {
texture_atlas.size.width = 4;
texture_atlas.size.height = 4;
}
{ // Atlas Texture initialize.
// TODO validate texture atlas size with maximum texture size
glGenTextures(1, &texture_atlas.texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, texture_atlas.size.width * texture_atlas.size.height * 4, "Texture atlas");
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glGenFramebuffers(1, &texture_atlas.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
texture_atlas.texture = 0;
WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
return;
}
glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, 0);
}
glDisable(GL_BLEND);
if (texture_atlas.textures.size()) {
for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
Texture *src_tex = get_texture(E.key);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
copy_effects->copy_to_rect(t->uv_rect);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
/* DECAL API */
RID TextureStorage::decal_allocate() {
return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {
}
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::_update_render_target(RenderTarget *rt) {
// do not allocate a render target with no size
if (rt->size.x <= 0 || rt->size.y <= 0) {
return;
}
// do not allocate a render target that is attached to the screen
if (rt->direct_to_screen) {
rt->fbo = system_fbo;
return;
}
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Config *config = Config::get_singleton();
if (rt->hdr) {
rt->color_internal_format = GL_RGBA16F;
rt->color_format = GL_RGBA;
rt->color_type = GL_FLOAT;
rt->color_format_size = 8;
rt->image_format = Image::FORMAT_RGBAF;
} else if (rt->is_transparent) {
rt->color_internal_format = GL_RGBA8;
rt->color_format = GL_RGBA;
rt->color_type = GL_UNSIGNED_BYTE;
rt->color_format_size = 4;
rt->image_format = Image::FORMAT_RGBA8;
} else {
rt->color_internal_format = GL_RGB10_A2;
rt->color_format = GL_RGBA;
rt->color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
rt->color_format_size = 4;
rt->image_format = Image::FORMAT_RGBA8;
}
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
glDepthMask(GL_FALSE);
{
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Texture *texture;
bool use_multiview = rt->view_count > 1 && config->multiview_supported;
GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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/* Front FBO */
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
// color
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if (rt->overridden.color.is_valid()) {
texture = get_texture(rt->overridden.color);
ERR_FAIL_NULL(texture);
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rt->color = texture->tex_id;
rt->size = Size2i(texture->width, texture->height);
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} else {
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texture = get_texture(rt->texture);
ERR_FAIL_NULL(texture);
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glGenTextures(1, &rt->color);
glBindTexture(texture_target, rt->color);
if (use_multiview) {
glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
} else {
glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
}
texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->color, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target color texture");
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}
#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, rt->color, 0);
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}
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// depth
if (rt->overridden.depth.is_valid()) {
texture = get_texture(rt->overridden.depth);
ERR_FAIL_NULL(texture);
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rt->depth = texture->tex_id;
} else {
glGenTextures(1, &rt->depth);
glBindTexture(texture_target, rt->depth);
if (use_multiview) {
glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
} else {
glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target depth texture");
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}
#ifndef IOS_ENABLED
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if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0);
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}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
if (rt->overridden.color.is_null()) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
}
if (rt->overridden.depth.is_null()) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
}
rt->fbo = 0;
rt->size.x = 0;
rt->size.y = 0;
rt->color = 0;
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rt->depth = 0;
if (rt->overridden.color.is_null()) {
texture->tex_id = 0;
texture->active = false;
}
WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
return;
}
texture->is_render_target = true;
texture->render_target = rt;
if (rt->overridden.color.is_null()) {
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texture->format = rt->image_format;
texture->real_format = rt->image_format;
texture->target = texture_target;
if (rt->view_count > 1 && config->multiview_supported) {
texture->type = Texture::TYPE_LAYERED;
texture->layers = rt->view_count;
} else {
texture->type = Texture::TYPE_2D;
texture->layers = 1;
}
texture->gl_format_cache = rt->color_format;
texture->gl_type_cache = !rt->hdr ? GL_UNSIGNED_BYTE : GL_FLOAT; // to set HDR format size to 8 and keep 4 for LDR format
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texture->gl_internal_format_cache = rt->color_internal_format;
texture->tex_id = rt->color;
texture->width = rt->size.x;
texture->alloc_width = rt->size.x;
texture->height = rt->size.y;
texture->alloc_height = rt->size.y;
texture->active = true;
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}
}
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized.");
ERR_FAIL_COND(rt->direct_to_screen);
// Allocate mipmap chains for full screen blur
// Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches
int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4);
if (rt->size.x > 40 && rt->size.y > 40) {
GLsizei width = rt->size.x;
GLsizei height = rt->size.y;
rt->mipmap_count = count;
glGenTextures(1, &rt->backbuffer);
glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
uint32_t texture_size_bytes = 0;
for (int l = 0; l < count; l++) {
texture_size_bytes += width * height * 4;
glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1);
glGenFramebuffers(1, &rt->backbuffer_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
return;
}
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, texture_size_bytes, "Render target backbuffer color texture");
// Initialize all levels to clear black.
for (int j = 0; j < count; j++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
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);
}
}
void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) {
return;
}
Config *config = Config::get_singleton();
bool use_multiview = rt->view_count > 1 && config->multiview_supported;
GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
if (rt->backbuffer_fbo == 0) {
glGenFramebuffers(1, &rt->backbuffer_fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
if (rt->backbuffer == 0 && uses_screen_texture) {
glGenTextures(1, &rt->backbuffer);
glBindTexture(texture_target, rt->backbuffer);
if (use_multiview) {
glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
} else {
glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
}
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target backbuffer color texture (3D)");
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->backbuffer, 0, 0, rt->view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
}
}
if (rt->backbuffer_depth == 0 && uses_depth_texture) {
glGenTextures(1, &rt->backbuffer_depth);
glBindTexture(texture_target, rt->backbuffer_depth);
if (use_multiview) {
glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
} else {
glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer_depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target backbuffer depth texture");
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->backbuffer_depth, 0, 0, rt->view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->backbuffer_depth, 0);
}
}
}
void TextureStorage::_clear_render_target(RenderTarget *rt) {
// there is nothing else to clear when DIRECT_TO_SCREEN is used
if (rt->direct_to_screen) {
return;
}
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// Dispose of the cached fbo's and the allocated textures
for (KeyValue<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry> &E : rt->overridden.fbo_cache) {
glDeleteTextures(E.value.allocated_textures.size(), E.value.allocated_textures.ptr());
// Don't delete the current FBO, we'll do that a couple lines down.
if (E.value.fbo != rt->fbo) {
glDeleteFramebuffers(1, &E.value.fbo);
}
}
rt->overridden.fbo_cache.clear();
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
rt->fbo = 0;
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}
if (rt->overridden.color.is_null()) {
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if (rt->texture.is_valid()) {
Texture *tex = get_texture(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
tex->render_target = nullptr;
tex->is_render_target = false;
tex->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
tex->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX);
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}
} else {
Texture *tex = get_texture(rt->overridden.color);
tex->render_target = nullptr;
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tex->is_render_target = false;
}
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if (rt->overridden.color.is_valid()) {
rt->overridden.color = RID();
} else if (rt->color) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
if (rt->texture.is_valid()) {
Texture *tex = get_texture(rt->texture);
tex->tex_id = 0;
}
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}
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rt->color = 0;
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if (rt->overridden.depth.is_valid()) {
rt->overridden.depth = RID();
} else if (rt->depth) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
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}
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rt->depth = 0;
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rt->overridden.velocity = RID();
rt->overridden.is_overridden = false;
if (rt->backbuffer_fbo != 0) {
glDeleteFramebuffers(1, &rt->backbuffer_fbo);
rt->backbuffer_fbo = 0;
}
if (rt->backbuffer != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer);
rt->backbuffer = 0;
}
if (rt->backbuffer_depth != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer_depth);
rt->backbuffer_depth = 0;
}
_render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {
RenderTarget render_target;
render_target.used_in_frame = false;
render_target.clear_requested = false;
Texture t;
t.active = true;
t.render_target = &render_target;
t.is_render_target = true;
render_target.texture = texture_owner.make_rid(t);
_update_render_target(&render_target);
return render_target_owner.make_rid(render_target);
}
void TextureStorage::render_target_free(RID p_rid) {
RenderTarget *rt = render_target_owner.get_or_null(p_rid);
_clear_render_target(rt);
Texture *t = get_texture(rt->texture);
if (t) {
t->is_render_target = false;
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if (rt->overridden.color.is_null()) {
texture_free(rt->texture);
}
//memdelete(t);
}
render_target_owner.free(p_rid);
}
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_NULL(rt);
rt->position = Point2i(p_x, p_y);
}
Point2i TextureStorage::render_target_get_position(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, Point2i());
return rt->position;
};
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_NULL(rt);
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if (p_width == rt->size.x && p_height == rt->size.y && p_view_count == rt->view_count) {
return;
}
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if (rt->overridden.color.is_valid()) {
return;
}
_clear_render_target(rt);
rt->size = Size2i(p_width, p_height);
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rt->view_count = p_view_count;
_update_render_target(rt);
}
// TODO: convert to Size2i internally
Size2i TextureStorage::render_target_get_size(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, Size2i());
return rt->size;
}
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void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
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ERR_FAIL_COND(rt->direct_to_screen);
rt->overridden.velocity = p_velocity_texture;
if (rt->overridden.color == p_color_texture && rt->overridden.depth == p_depth_texture) {
return;
}
if (p_color_texture.is_null() && p_depth_texture.is_null()) {
_clear_render_target(rt);
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_update_render_target(rt);
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return;
}
if (!rt->overridden.is_overridden) {
_clear_render_target(rt);
}
rt->overridden.color = p_color_texture;
rt->overridden.depth = p_depth_texture;
rt->overridden.is_overridden = true;
uint32_t hash_key = hash_murmur3_one_64(p_color_texture.get_id());
hash_key = hash_murmur3_one_64(p_depth_texture.get_id(), hash_key);
hash_key = hash_fmix32(hash_key);
RBMap<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry>::Element *cache;
if ((cache = rt->overridden.fbo_cache.find(hash_key)) != nullptr) {
rt->fbo = cache->get().fbo;
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rt->color = cache->get().color;
rt->depth = cache->get().depth;
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rt->size = cache->get().size;
rt->texture = p_color_texture;
return;
}
_update_render_target(rt);
RenderTarget::RTOverridden::FBOCacheEntry new_entry;
new_entry.fbo = rt->fbo;
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new_entry.color = rt->color;
new_entry.depth = rt->depth;
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new_entry.size = rt->size;
// Keep track of any textures we had to allocate because they weren't overridden.
if (p_color_texture.is_null()) {
new_entry.allocated_textures.push_back(rt->color);
}
if (p_depth_texture.is_null()) {
new_entry.allocated_textures.push_back(rt->depth);
}
rt->overridden.fbo_cache.insert(hash_key, new_entry);
}
RID TextureStorage::render_target_get_override_color(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, RID());
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return rt->overridden.color;
}
RID TextureStorage::render_target_get_override_depth(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, RID());
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return rt->overridden.depth;
}
RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, RID());
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return rt->overridden.velocity;
}
RID TextureStorage::render_target_get_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, RID());
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if (rt->overridden.color.is_valid()) {
return rt->overridden.color;
}
return rt->texture;
}
void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
rt->is_transparent = p_transparent;
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if (rt->overridden.color.is_null()) {
_clear_render_target(rt);
_update_render_target(rt);
}
}
bool TextureStorage::render_target_get_transparent(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, false);
return rt->is_transparent;
}
void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
if (p_direct_to_screen == rt->direct_to_screen) {
return;
}
// 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
_clear_render_target(rt);
rt->direct_to_screen = p_direct_to_screen;
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if (rt->direct_to_screen) {
rt->overridden.color = RID();
rt->overridden.depth = RID();
rt->overridden.velocity = RID();
}
_update_render_target(rt);
}
bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, false);
return rt->direct_to_screen;
}
bool TextureStorage::render_target_was_used(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_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_NULL(rt);
rt->used_in_frame = false;
}
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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_NULL(rt);
ERR_FAIL_COND(rt->direct_to_screen);
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if (p_msaa == rt->msaa) {
return;
}
WARN_PRINT("2D MSAA is not yet supported for GLES3.");
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_clear_render_target(rt);
rt->msaa = p_msaa;
_update_render_target(rt);
}
RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, RS::VIEWPORT_MSAA_DISABLED);
return rt->msaa;
}
void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
ERR_FAIL_COND(rt->direct_to_screen);
if (p_use_hdr_2d == rt->hdr) {
return;
}
_clear_render_target(rt);
rt->hdr = p_use_hdr_2d;
_update_render_target(rt);
}
bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, false);
return rt->hdr;
}
GLuint TextureStorage::render_target_get_color_internal_format(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, GL_RGBA8);
return rt->color_internal_format;
}
GLuint TextureStorage::render_target_get_color_format(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, GL_RGBA);
return rt->color_format;
}
GLuint TextureStorage::render_target_get_color_type(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, GL_UNSIGNED_BYTE);
return rt->color_type;
}
uint32_t TextureStorage::render_target_get_color_format_size(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 4);
return rt->color_format_size;
}
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_NULL(rt);
rt->clear_requested = true;
rt->clear_color = p_clear_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_NULL_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_NULL_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_NULL(rt);
rt->clear_requested = false;
}
void TextureStorage::render_target_do_clear_request(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
if (!rt->clear_requested) {
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
rt->clear_requested = false;
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 0);
return rt->fbo;
}
GLuint TextureStorage::render_target_get_color(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 0);
if (rt->overridden.color.is_valid()) {
Texture *texture = get_texture(rt->overridden.color);
ERR_FAIL_NULL_V(texture, 0);
return texture->tex_id;
} else {
return rt->color;
}
}
GLuint TextureStorage::render_target_get_depth(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 0);
if (rt->overridden.depth.is_valid()) {
Texture *texture = get_texture(rt->overridden.depth);
ERR_FAIL_NULL_V(texture, 0);
return texture->tex_id;
} else {
return rt->depth;
}
}
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void TextureStorage::render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
rt->reattach_textures = p_reattach_textures;
}
bool TextureStorage::render_target_is_reattach_textures(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, false);
return rt->reattach_textures;
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
return;
}
rt->sdf_oversize = p_size;
rt->sdf_scale = p_scale;
_render_target_clear_sdf(rt);
}
Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
Size2i margin;
int scale;
switch (rt->sdf_oversize) {
case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
scale = 100;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
scale = 120;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
scale = 150;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
scale = 200;
} break;
default: {
ERR_PRINT("Invalid viewport SDF oversize, defaulting to 100%.");
scale = 100;
} break;
}
margin = (rt->size * scale / 100) - rt->size;
Rect2i r(Vector2i(), rt->size);
r.position -= margin;
r.size += margin * 2;
return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, Rect2i());
return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
rt->sdf_enabled = p_enabled;
}
bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, false);
return rt->sdf_enabled;
}
GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 0);
if (rt->sdf_texture_read == 0) {
Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
return texture->tex_id;
}
return rt->sdf_texture_read;
}
void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
Size2i size = _render_target_get_sdf_rect(rt).size;
glGenTextures(1, &rt->sdf_texture_write);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_write, size.width * size.height, "SDF texture");
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_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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->sdf_texture_write_fb);
glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
int scale;
switch (rt->sdf_scale) {
case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
scale = 100;
} break;
case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
scale = 50;
} break;
case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
scale = 25;
} break;
default: {
ERR_PRINT("Invalid viewport SDF scale, defaulting to 100%.");
scale = 100;
} break;
}
rt->process_size = size * scale / 100;
rt->process_size = rt->process_size.maxi(1);
glGenTextures(2, rt->sdf_texture_process);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_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_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[0], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[0]");
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_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_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[1], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[1]");
glGenTextures(1, &rt->sdf_texture_read);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_read, rt->process_size.width * rt->process_size.height * 4, "SDF texture (read)");
}
void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
if (rt->sdf_texture_write_fb != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_read);
GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_write);
GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[0]);
GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[1]);
glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
rt->sdf_texture_read = 0;
rt->sdf_texture_write = 0;
rt->sdf_texture_process[0] = 0;
rt->sdf_texture_process[1] = 0;
rt->sdf_texture_write_fb = 0;
}
}
GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, 0);
if (rt->sdf_texture_write_fb == 0) {
_render_target_allocate_sdf(rt);
}
return rt->sdf_texture_write_fb;
}
void TextureStorage::render_target_sdf_process(RID p_render_target) {
CopyEffects *copy_effects = CopyEffects::get_singleton();
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
Rect2i r = _render_target_get_sdf_rect(rt);
Size2i size = r.size;
int32_t shift = 0;
bool shrink = false;
switch (rt->sdf_scale) {
case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
size[0] >>= 1;
size[1] >>= 1;
shift = 1;
shrink = true;
} break;
case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
size[0] >>= 2;
size[1] >>= 2;
shift = 2;
shrink = true;
} break;
default: {
};
}
GLuint temp_fb;
glGenFramebuffers(1, &temp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
// Load
CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
if (!success) {
return;
}
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
glViewport(0, 0, size.width, size.height);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, size.width, size.height);
copy_effects->draw_screen_triangle();
// Process
int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
variant = CanvasSdfShaderGLES3::MODE_PROCESS;
success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
if (!success) {
return;
}
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
bool swap = false;
//jumpflood
while (stride > 0) {
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
copy_effects->draw_screen_triangle();
stride /= 2;
swap = !swap;
}
// Store
variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
if (!success) {
return;
}
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
copy_effects->draw_screen_triangle();
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
glDeleteFramebuffers(1, &temp_fb);
glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
ERR_FAIL_COND(rt->direct_to_screen);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
}
glDisable(GL_BLEND);
// Single texture copy for backbuffer.
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
Rect2 normalized_region = region;
normalized_region.position = normalized_region.position / Size2(rt->size);
normalized_region.size = normalized_region.size / Size2(rt->size);
GLES3::CopyEffects::get_singleton()->copy_to_and_from_rect(normalized_region);
if (p_gen_mipmaps) {
GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
glEnable(GL_BLEND); // 2D starts with blend enabled.
}
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
ERR_FAIL_COND(rt->direct_to_screen);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
// Just do a full screen clear;
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
glClear(GL_COLOR_BUFFER_BIT);
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
GLES3::CopyEffects::get_singleton()->set_color(p_color, region);
}
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
if (rt->backbuffer_fbo == 0) {
_create_render_target_backbuffer(rt);
}
Rect2i region;
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
}
glDisable(GL_BLEND);
GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
glEnable(GL_BLEND); // 2D starts with blend enabled.
glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
#endif // GLES3_ENABLED