Merge pull request #23125 from JFonS/fix_texture_get_data

Implement rasterizer texture_get_data on OpenGL ES
This commit is contained in:
Juan Linietsky 2018-11-01 12:56:31 -03:00 committed by GitHub
commit 9c195b57a0
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2 changed files with 138 additions and 4 deletions

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@ -613,8 +613,72 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
return Ref<Image>(img);
#else
ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES");
ERR_FAIL_V(Ref<Image>());
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed);
PoolVector<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
PoolVector<uint8_t>::Write wb = data.write();
GLuint temp_framebuffer;
glGenFramebuffers(1, &temp_framebuffer);
GLuint temp_color_texture;
glGenTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
shaders.copy.bind();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
bind_quad_array();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
glDeleteTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &temp_framebuffer);
wb = PoolVector<uint8_t>::Write();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
if (!texture->compressed) {
img->convert(real_format);
}
return Ref<Image>(img);
#endif
}

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@ -1116,8 +1116,78 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
return Ref<Image>(img);
#else
ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES");
ERR_FAIL_V(Ref<Image>());
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
bool srgb;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb);
PoolVector<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
PoolVector<uint8_t>::Write wb = data.write();
GLuint temp_framebuffer;
glGenFramebuffers(1, &temp_framebuffer);
GLuint temp_color_texture;
glGenTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
print_line(itos(texture->alloc_width) + " xx " + itos(texture->alloc_height) + " -> " + itos(real_format));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
shaders.copy.bind();
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
glDeleteTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &temp_framebuffer);
wb = PoolVector<uint8_t>::Write();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
if (!texture->compressed) {
img->convert(real_format);
}
return Ref<Image>(img);
#endif
}