godot/drivers/gles3/rasterizer_gles3.cpp

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/*************************************************************************/
/* rasterizer_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_gles3.h"
#include "gl_context/context_gl.h"
#include "os/os.h"
#include "project_settings.h"
#include <string.h>
RasterizerStorage *RasterizerGLES3::get_storage() {
return storage;
}
RasterizerCanvas *RasterizerGLES3::get_canvas() {
return canvas;
}
RasterizerScene *RasterizerGLES3::get_scene() {
return scene;
}
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
#define _EXT_DEBUG_OUTPUT 0x92E0
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#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED)
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
return;
if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
return; //these are ultimately annoying, so removing for now
char debSource[256], debType[256], debSev[256];
if (source == _EXT_DEBUG_SOURCE_API_ARB)
strcpy(debSource, "OpenGL");
else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
strcpy(debSource, "Windows");
else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB)
strcpy(debSource, "Shader Compiler");
else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB)
strcpy(debSource, "Third Party");
else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB)
strcpy(debSource, "Application");
else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB)
strcpy(debSource, "Other");
if (type == _EXT_DEBUG_TYPE_ERROR_ARB)
strcpy(debType, "Error");
else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
strcpy(debType, "Deprecated behavior");
else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
strcpy(debType, "Undefined behavior");
else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB)
strcpy(debType, "Portability");
else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
strcpy(debType, "Performance");
else if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
strcpy(debType, "Other");
if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB)
strcpy(debSev, "High");
else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB)
strcpy(debSev, "Medium");
else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB)
strcpy(debSev, "Low");
String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
ERR_PRINTS(output);
}
typedef void (*DEBUGPROCARB)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char *message,
const void *userParam);
typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
void RasterizerGLES3::initialize() {
if (OS::get_singleton()->is_stdout_verbose()) {
print_line("Using GLES3 video driver");
}
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
}
// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
if (GLVersion.major < 3 && GLVersion.minor < 3) {
#else // OpenGL ES 3.0
if (GLVersion.major < 3) {
#endif
ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
"Godot Engine will self-destruct as soon as you acknowledge this error message.",
"Fatal error: Insufficient OpenGL / GLES driver support");
}
#ifdef __APPLE__
// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas..
#else
if (OS::get_singleton()->is_stdout_verbose()) {
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(_gl_debug_print, NULL);
glEnable(_EXT_DEBUG_OUTPUT);
}
#endif
#endif // GLAD_ENABLED
/* // For debugging
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageInsertARB(
GL_DEBUG_SOURCE_API_ARB,
GL_DEBUG_TYPE_OTHER_ARB, 1,
GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
*/
const GLubyte *renderer = glGetString(GL_RENDERER);
print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer));
storage->initialize();
canvas->initialize();
scene->initialize();
}
void RasterizerGLES3::begin_frame() {
uint64_t tick = OS::get_singleton()->get_ticks_usec();
double delta = double(tick - prev_ticks) / 1000000.0;
delta *= Engine::get_singleton()->get_time_scale();
time_total += delta;
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if (delta == 0) {
//to avoid hiccups
delta = 0.001;
}
prev_ticks = tick;
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
if (time_total > time_roll_over)
time_total = 0; //roll over every day (should be customz
storage->frame.time[0] = time_total;
storage->frame.time[1] = Math::fmod(time_total, 3600);
storage->frame.time[2] = Math::fmod(time_total, 900);
storage->frame.time[3] = Math::fmod(time_total, 60);
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storage->frame.count++;
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storage->frame.delta = delta;
storage->frame.prev_tick = tick;
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storage->update_dirty_resources();
storage->info.render_final = storage->info.render;
storage->info.render.reset();
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scene->iteration();
}
void RasterizerGLES3::set_current_render_target(RID p_render_target) {
if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
//handle pending clear request, if the framebuffer was not cleared
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
print_line("unbind clear of: " + storage->frame.clear_request_color);
glClearColor(
storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
storage->frame.clear_request_color.b,
storage->frame.clear_request_color.a);
glClear(GL_COLOR_BUFFER_BIT);
}
if (p_render_target.is_valid()) {
RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
storage->frame.current_rt = rt;
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ERR_FAIL_COND(!rt);
storage->frame.clear_request = false;
glViewport(0, 0, rt->width, rt->height);
} else {
storage->frame.current_rt = NULL;
storage->frame.clear_request = false;
glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
}
void RasterizerGLES3::restore_render_target() {
ERR_FAIL_COND(storage->frame.current_rt == NULL);
RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt;
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glViewport(0, 0, rt->width, rt->height);
}
void RasterizerGLES3::clear_render_target(const Color &p_color) {
ERR_FAIL_COND(!storage->frame.current_rt);
storage->frame.clear_request = true;
storage->frame.clear_request_color = p_color;
}
void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
if (p_image.is_null() || p_image->empty())
return;
begin_frame();
int window_w = OS::get_singleton()->get_video_mode(0).width;
int window_h = OS::get_singleton()->get_video_mode(0).height;
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glViewport(0, 0, window_w, window_h);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
canvas->canvas_begin();
RID texture = storage->texture_create();
storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER);
storage->texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
if (p_scale) {
if (window_w > window_h) {
//scale horizontally
screenrect.size.y = window_h;
screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
screenrect.position.x = (window_w - screenrect.size.x) / 2;
} else {
//scale vertically
screenrect.size.x = window_w;
screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
screenrect.position.y = (window_h - screenrect.size.y) / 2;
}
} else {
screenrect = imgrect;
screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
}
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
glBindTexture(GL_TEXTURE_2D, 0);
canvas->canvas_end();
storage->free(texture); // free since it's only one frame that stays there
OS::get_singleton()->swap_buffers();
}
void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) {
ERR_FAIL_COND(storage->frame.current_rt);
RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
#if 1
Size2 win_size = OS::get_singleton()->get_window_size();
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#else
canvas->canvas_begin();
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
//glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
glBindTexture(GL_TEXTURE_2D, 0);
canvas->canvas_end();
#endif
}
void RasterizerGLES3::end_frame(bool p_swap_buffers) {
if (p_swap_buffers)
OS::get_singleton()->swap_buffers();
else
glFinish();
}
void RasterizerGLES3::finalize() {
storage->finalize();
canvas->finalize();
}
Rasterizer *RasterizerGLES3::_create_current() {
return memnew(RasterizerGLES3);
}
void RasterizerGLES3::make_current() {
_create_func = _create_current;
}
void RasterizerGLES3::register_config() {
GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1"));
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
}
RasterizerGLES3::RasterizerGLES3() {
storage = memnew(RasterizerStorageGLES3);
canvas = memnew(RasterizerCanvasGLES3);
scene = memnew(RasterizerSceneGLES3);
canvas->storage = storage;
canvas->scene_render = scene;
storage->canvas = canvas;
scene->storage = storage;
storage->scene = scene;
prev_ticks = 0;
time_total = 0;
}
RasterizerGLES3::~RasterizerGLES3() {
memdelete(storage);
memdelete(canvas);
memdelete(scene);
}