d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
390 lines
14 KiB
C++
390 lines
14 KiB
C++
/**************************************************************************/
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/* rasterizer_gles3.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "rasterizer_gles3.h"
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#include "storage/utilities.h"
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#ifdef GLES3_ENABLED
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#include "core/config/project_settings.h"
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#include "core/os/os.h"
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#include "storage/texture_storage.h"
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#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
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#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
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#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
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#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
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#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
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#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
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#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
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#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
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#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
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#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
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#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
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#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
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#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
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#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
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#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
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#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
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#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
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#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
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#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
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#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
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#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
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#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
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#define _EXT_DEBUG_OUTPUT 0x92E0
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#ifndef GLAPIENTRY
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#if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
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#define GLAPIENTRY APIENTRY
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#else
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#define GLAPIENTRY
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#endif
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#endif
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#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
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// We include EGL below to get debug callback on GLES2 platforms,
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// but EGL is not available on iOS.
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#define CAN_DEBUG
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#endif
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#if !defined(GLES_OVER_GL) && defined(CAN_DEBUG)
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES3/gl3platform.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#endif
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#if defined(MINGW_ENABLED) || defined(_MSC_VER)
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#define strcpy strcpy_s
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#endif
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void RasterizerGLES3::begin_frame(double frame_step) {
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frame++;
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delta = frame_step;
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time_total += frame_step;
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double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
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time_total = Math::fmod(time_total, time_roll_over);
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canvas->set_time(time_total);
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scene->set_time(time_total, frame_step);
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->_capture_timestamps_begin();
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//scene->iteration();
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}
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void RasterizerGLES3::end_frame(bool p_swap_buffers) {
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if (p_swap_buffers) {
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DisplayServer::get_singleton()->swap_buffers();
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} else {
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glFinish();
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}
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}
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#ifdef CAN_DEBUG
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static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
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if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
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return;
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}
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if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
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return; //these are ultimately annoying, so removing for now
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}
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char debSource[256], debType[256], debSev[256];
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if (source == _EXT_DEBUG_SOURCE_API_ARB) {
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strcpy(debSource, "OpenGL");
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} else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
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strcpy(debSource, "Windows");
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} else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
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strcpy(debSource, "Shader Compiler");
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} else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
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strcpy(debSource, "Third Party");
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} else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
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strcpy(debSource, "Application");
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} else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
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strcpy(debSource, "Other");
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}
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if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
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strcpy(debType, "Error");
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} else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
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strcpy(debType, "Deprecated behavior");
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} else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
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strcpy(debType, "Undefined behavior");
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} else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
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strcpy(debType, "Portability");
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} else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
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strcpy(debType, "Performance");
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} else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
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strcpy(debType, "Other");
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}
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if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
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strcpy(debSev, "High");
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} else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
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strcpy(debSev, "Medium");
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} else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
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strcpy(debSev, "Low");
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}
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String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
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ERR_PRINT(output);
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}
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#endif
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typedef void (*DEBUGPROCARB)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const char *message,
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const void *userParam);
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typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
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void RasterizerGLES3::initialize() {
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print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
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}
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void RasterizerGLES3::finalize() {
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memdelete(scene);
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memdelete(canvas);
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memdelete(gi);
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memdelete(fog);
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memdelete(copy_effects);
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memdelete(light_storage);
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memdelete(particles_storage);
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memdelete(mesh_storage);
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memdelete(material_storage);
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memdelete(texture_storage);
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memdelete(utilities);
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memdelete(config);
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}
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RasterizerGLES3::RasterizerGLES3() {
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#ifdef GLAD_ENABLED
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if (!gladLoaderLoadGL()) {
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ERR_PRINT("Error initializing GLAD");
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// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
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// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
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// or we need to actually test for this situation before constructing this.
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return;
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}
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#endif
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#ifdef GLAD_ENABLED
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if (OS::get_singleton()->is_stdout_verbose()) {
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if (GLAD_GL_ARB_debug_output) {
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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glDebugMessageCallbackARB(_gl_debug_print, nullptr);
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glEnable(_EXT_DEBUG_OUTPUT);
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} else {
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print_line("OpenGL debugging not supported!");
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}
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}
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#endif // GLAD_ENABLED
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// For debugging
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#ifdef CAN_DEBUG
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#ifdef GLES_OVER_GL
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if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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// glDebugMessageInsertARB(
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// GL_DEBUG_SOURCE_API_ARB,
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// GL_DEBUG_TYPE_OTHER_ARB, 1,
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// GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
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}
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#else
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if (OS::get_singleton()->is_stdout_verbose()) {
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DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
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if (!callback) {
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callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
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}
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if (callback) {
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print_line("godot: ENABLING GL DEBUG");
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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callback(_gl_debug_print, NULL);
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glEnable(_EXT_DEBUG_OUTPUT);
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}
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}
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#endif // GLES_OVER_GL
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#endif // CAN_DEBUG
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// OpenGL needs to be initialized before initializing the Rasterizers
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config = memnew(GLES3::Config);
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utilities = memnew(GLES3::Utilities);
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texture_storage = memnew(GLES3::TextureStorage);
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material_storage = memnew(GLES3::MaterialStorage);
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mesh_storage = memnew(GLES3::MeshStorage);
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particles_storage = memnew(GLES3::ParticlesStorage);
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light_storage = memnew(GLES3::LightStorage);
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copy_effects = memnew(GLES3::CopyEffects);
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gi = memnew(GLES3::GI);
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fog = memnew(GLES3::Fog);
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canvas = memnew(RasterizerCanvasGLES3());
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scene = memnew(RasterizerSceneGLES3());
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}
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RasterizerGLES3::~RasterizerGLES3() {
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}
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void RasterizerGLES3::prepare_for_blitting_render_targets() {
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// This is a hack, but this function is called one time after all viewports have been updated.
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// So it marks the end of the frame for all viewports
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// In the OpenGL renderer we have to call end_frame for each viewport so we can swap the
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// buffers for each window before proceeding to the next.
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// This allows us to only increment the frame after all viewports are done.
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->capture_timestamps_end();
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}
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void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer) {
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GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
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ERR_FAIL_COND(!rt);
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// We normally render to the render target upside down, so flip Y when blitting to the screen.
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bool flip_y = true;
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if (rt->overridden.color.is_valid()) {
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// If we've overridden the render target's color texture, that means we
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// didn't render upside down, so we don't need to flip it.
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// We're probably rendering directly to an XR device.
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flip_y = false;
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}
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GLuint read_fbo = 0;
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if (rt->view_count > 1) {
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glGenFramebuffers(1, &read_fbo);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, p_layer);
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} else {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
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}
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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Vector2i screen_rect_end = p_screen_rect.get_end();
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glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
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p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (read_fbo != 0) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &read_fbo);
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}
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}
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// is this p_screen useless in a multi window environment?
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void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
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for (int i = 0; i < p_amount; i++) {
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const BlitToScreen &blit = p_render_targets[i];
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RID rid_rt = blit.render_target;
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Rect2 dst_rect = blit.dst_rect;
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_blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0);
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}
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}
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void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
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if (p_image.is_null() || p_image->is_empty()) {
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return;
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}
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, win_size.width, win_size.height);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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glDepthMask(GL_FALSE);
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glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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RID texture = texture_storage->texture_allocate();
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texture_storage->texture_2d_initialize(texture, p_image);
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Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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Rect2 screenrect;
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if (p_scale) {
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if (win_size.width > win_size.height) {
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//scale horizontally
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screenrect.size.y = win_size.height;
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screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;
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screenrect.position.x = (win_size.width - screenrect.size.x) / 2;
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} else {
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//scale vertically
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screenrect.size.x = win_size.width;
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screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;
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screenrect.position.y = (win_size.height - screenrect.size.y) / 2;
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}
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} else {
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screenrect = imgrect;
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screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
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}
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// Flip Y.
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screenrect.position.y = win_size.y - screenrect.position.y;
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screenrect.size.y = -screenrect.size.y;
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// Normalize texture coordinates to window size.
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screenrect.position /= win_size;
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screenrect.size /= win_size;
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GLES3::Texture *t = texture_storage->get_texture(texture);
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t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t->tex_id);
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copy_effects->copy_to_rect(screenrect);
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glBindTexture(GL_TEXTURE_2D, 0);
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end_frame(true);
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texture_storage->texture_free(texture);
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}
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#endif // GLES3_ENABLED
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