godot/drivers/gles3/storage/utilities.cpp
clayjohn 2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00

369 lines
12 KiB
C++

/*************************************************************************/
/* utilities.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "utilities.h"
#include "config.h"
#include "light_storage.h"
#include "material_storage.h"
#include "mesh_storage.h"
#include "particles_storage.h"
#include "texture_storage.h"
using namespace GLES3;
Utilities *Utilities::singleton = nullptr;
Utilities::Utilities() {
singleton = this;
}
Utilities::~Utilities() {
singleton = nullptr;
}
Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
Vector<uint8_t> ret;
ret.resize(p_buffer_size);
glBindBuffer(p_target, p_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(p_target, 0, p_buffer_size, w);
}
#else
void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, Vector<uint8_t>());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, p_buffer_size);
}
glUnmapBuffer(p_target);
#endif
glBindBuffer(p_target, 0);
return ret;
}
/* INSTANCES */
RS::InstanceType Utilities::get_base_type(RID p_rid) const {
if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
return RS::INSTANCE_MESH;
} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
return RS::INSTANCE_MULTIMESH;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
return RS::INSTANCE_LIGHT;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
}
return RS::INSTANCE_NONE;
}
bool Utilities::free(RID p_rid) {
if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
return true;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
GLES3::LightStorage::get_singleton()->light_free(p_rid);
return true;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
return true;
} else {
return false;
}
/*
else if (reflection_probe_owner.owns(p_rid)) {
// delete the texture
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
reflection_probe->instance_remove_deps();
reflection_probe_owner.free(p_rid);
memdelete(reflection_probe);
return true;
} else if (lightmap_capture_data_owner.owns(p_rid)) {
// delete the texture
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
lightmap_capture->instance_remove_deps();
lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
return true;
} else if (canvas_occluder_owner.owns(p_rid)) {
CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
if (co->index_id) {
glDeleteBuffers(1, &co->index_id);
}
if (co->vertex_id) {
glDeleteBuffers(1, &co->vertex_id);
}
canvas_occluder_owner.free(p_rid);
memdelete(co);
return true;
} else if (canvas_light_shadow_owner.owns(p_rid)) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
glDeleteRenderbuffers(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
return true;
}
*/
}
/* DEPENDENCIES */
void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
p_instance->update_dependency(&mesh->dependency);
} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
}
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
}
}
/* VISIBILITY NOTIFIER */
RID Utilities::visibility_notifier_allocate() {
return RID();
}
void Utilities::visibility_notifier_initialize(RID p_notifier) {
}
void Utilities::visibility_notifier_free(RID p_notifier) {
}
void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
}
void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
}
AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
return AABB();
}
void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
}
/* TIMING */
//void Utilities::render_info_begin_capture() {
// info.snap = info.render;
//}
//void Utilities::render_info_end_capture() {
// info.snap.object_count = info.render.object_count - info.snap.object_count;
// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
//}
//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
// switch (p_info) {
// case RS::INFO_OBJECTS_IN_FRAME: {
// return info.snap.object_count;
// } break;
// case RS::INFO_VERTICES_IN_FRAME: {
// return info.snap.vertices_count;
// } break;
// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
// return info.snap.material_switch_count;
// } break;
// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
// return info.snap.shader_rebind_count;
// } break;
// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
// return info.snap.surface_switch_count;
// } break;
// case RS::INFO_DRAW_CALLS_IN_FRAME: {
// return info.snap.draw_call_count;
// } break;
// /*
// case RS::INFO_2D_ITEMS_IN_FRAME: {
// return info.snap._2d_item_count;
// } break;
// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
// return info.snap._2d_draw_call_count;
// } break;
// */
// default: {
// return get_render_info(p_info);
// }
// }
//}
//int Utilities::get_render_info(RS::RenderInfo p_info) {
// switch (p_info) {
// case RS::INFO_OBJECTS_IN_FRAME:
// return info.render_final.object_count;
// case RS::INFO_VERTICES_IN_FRAME:
// return info.render_final.vertices_count;
// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
// return info.render_final.material_switch_count;
// case RS::INFO_SHADER_CHANGES_IN_FRAME:
// return info.render_final.shader_rebind_count;
// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
// return info.render_final.surface_switch_count;
// case RS::INFO_DRAW_CALLS_IN_FRAME:
// return info.render_final.draw_call_count;
// /*
// case RS::INFO_2D_ITEMS_IN_FRAME:
// return info.render_final._2d_item_count;
// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
// return info.render_final._2d_draw_call_count;
//*/
// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
// return 0; //no idea
// case RS::INFO_VIDEO_MEM_USED:
// return info.vertex_mem + info.texture_mem;
// case RS::INFO_TEXTURE_MEM_USED:
// return info.texture_mem;
// case RS::INFO_VERTEX_MEM_USED:
// return info.vertex_mem;
// default:
// return 0; //no idea either
// }
//}
/* MISC */
void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_global_shader_uniforms();
MaterialStorage::get_singleton()->_update_queued_materials();
//MeshStorage::get_singleton()->_update_dirty_skeletons();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
TextureStorage::get_singleton()->update_texture_atlas();
}
void Utilities::set_debug_generate_wireframes(bool p_generate) {
}
bool Utilities::has_os_feature(const String &p_feature) const {
Config *config = Config::get_singleton();
if (!config) {
return false;
}
if (p_feature == "rgtc") {
return config->rgtc_supported;
}
if (p_feature == "s3tc") {
return config->s3tc_supported;
}
if (p_feature == "bptc") {
return config->bptc_supported;
}
if (p_feature == "etc" || p_feature == "etc2") {
return config->etc2_supported;
}
return false;
}
void Utilities::update_memory_info() {
}
uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
return 0;
}
String Utilities::get_video_adapter_name() const {
return (const char *)glGetString(GL_RENDERER);
}
String Utilities::get_video_adapter_vendor() const {
return (const char *)glGetString(GL_VENDOR);
}
RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
}
String Utilities::get_video_adapter_api_version() const {
return (const char *)glGetString(GL_VERSION);
}
Size2i Utilities::get_maximum_viewport_size() const {
Config *config = Config::get_singleton();
if (!config) {
return Size2i();
}
return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
}
#endif // GLES3_ENABLED