godot/drivers/gles3/storage/texture_storage.h

614 lines
20 KiB
C++

/*************************************************************************/
/* texture_storage.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef TEXTURE_STORAGE_GLES3_H
#define TEXTURE_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "config.h"
#include "core/os/os.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _RED_OES 0x1903
#define _DEPTH_COMPONENT24_OES 0x81A6
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
enum OpenGLTextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
struct RenderTarget;
struct Texture {
RID self;
Texture *proxy = nullptr;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height;
Image::Format format;
RenderingDevice::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
bool compressed;
bool srgb;
int mipmaps;
bool resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target = nullptr;
Vector<Ref<Image>> images;
bool redraw_if_visible;
RS::TextureDetectCallback detect_3d;
void *detect_3d_ud = nullptr;
RS::TextureDetectCallback detect_srgb;
void *detect_srgb_ud = nullptr;
RS::TextureDetectCallback detect_normal;
void *detect_normal_ud = nullptr;
CanvasTexture *canvas_texture = nullptr;
// some silly opengl shenanigans where
// texture coords start from bottom left, means we need to draw render target textures upside down
// to be compatible with vulkan etc.
bool is_upside_down() const {
if (proxy) {
return proxy->is_upside_down();
}
return render_target != nullptr;
}
Texture() {
create();
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
destroy();
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
}
void copy_from(const Texture &o) {
proxy = o.proxy;
flags = o.flags;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
target = o.target;
data_size = o.data_size;
total_data_size = o.total_data_size;
ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
active = o.active;
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
redraw_if_visible = o.redraw_if_visible;
detect_3d = o.detect_3d;
detect_3d_ud = o.detect_3d_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
detect_normal = o.detect_normal;
detect_normal_ud = o.detect_normal_ud;
images.clear();
}
void create() {
proxy = nullptr;
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
type = RenderingDevice::TEXTURE_TYPE_2D;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
compressed = false;
mipmaps = 0;
resize_to_po2 = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
render_target = nullptr;
redraw_if_visible = false;
detect_3d = nullptr;
detect_3d_ud = nullptr;
detect_srgb = nullptr;
detect_srgb_ud = nullptr;
detect_normal = nullptr;
detect_normal_ud = nullptr;
}
void destroy() {
images.clear();
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = nullptr;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
// texture state
void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
state_filter = p_filter;
GLint pmin = GL_LINEAR; // param min
GLint pmag = GL_LINEAR; // param mag
switch (state_filter) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
pmin = GL_LINEAR_MIPMAP_LINEAR;
pmag = GL_LINEAR;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
/* Canvas Texture API */
RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* Texture API */
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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;
void _texture_set_state_from_flags(Texture *p_tex);
void texture_set_proxy(RID p_texture, RID p_proxy);
/* Render Target API */
mutable RID_PtrOwner<RenderTarget> render_target_owner;
// make access easier to these
struct Dimensions {
// render target
int rt_width;
int rt_height;
// window
int win_width;
int win_height;
Dimensions() {
rt_width = 0;
rt_height = 0;
win_width = 0;
win_height = 0;
}
} _dims;
public:
static TextureStorage *get_singleton();
TextureStorage();
virtual ~TextureStorage();
/* Canvas Texture API */
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
/* Texture API */
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
void set_main_thread_id(Thread::ID p_id);
virtual bool can_create_resources_async() const override;
RID texture_create();
void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
virtual RID texture_allocate() override;
virtual void texture_free(RID p_rid) override;
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override;
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
virtual void texture_3d_placeholder_initialize(RID p_texture) override;
virtual Ref<Image> texture_2d_get(RID p_texture) const override;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
virtual void texture_replace(RID p_texture, RID p_by_texture) override;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
virtual void texture_set_path(RID p_texture, const String &p_path) override;
virtual String texture_get_path(RID p_texture) const override;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
void texture_set_flags(RID p_texture, uint32_t p_flags);
uint32_t texture_get_flags(RID p_texture) const;
Image::Format texture_get_format(RID p_texture) const;
RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_bind(RID p_texture, uint32_t p_texture_no);
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
/* DECAL API */
virtual RID decal_allocate() override;
virtual void decal_initialize(RID p_rid) override;
virtual void decal_free(RID p_rid) override{};
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
virtual AABB decal_get_aabb(RID p_decal) const override;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* RENDER TARGET API */
static GLuint system_fbo;
struct Frame {
GLES3::RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
bool clear_request;
Color clear_request_color;
float time;
float delta;
uint64_t count;
Frame() {
// current_rt = nullptr;
// clear_request = false;
}
} frame;
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
virtual RID render_target_create() override;
virtual void render_target_free(RID p_rid) override;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
Size2i render_target_get_size(RID p_render_target);
virtual RID render_target_get_texture(RID p_render_target) override;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
virtual bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
render_target_clear_used(p_render_target);
}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
bool render_target_is_clear_requested(RID p_render_target) override;
Color render_target_get_clear_request_color(RID p_render_target) override;
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !TEXTURE_STORAGE_GLES3_H