godot/drivers/gles3/storage/render_scene_buffers_gles3.cpp
2023-12-05 10:01:00 +11:00

539 lines
23 KiB
C++

/**************************************************************************/
/* render_scene_buffers_gles3.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "render_scene_buffers_gles3.h"
#include "config.h"
#include "texture_storage.h"
#include "utilities.h"
#ifdef ANDROID_ENABLED
#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
#define glTexStorage3DMultisample GLES3::Config::get_singleton()->eglTexStorage3DMultisample
#define glFramebufferTexture2DMultisampleEXT GLES3::Config::get_singleton()->eglFramebufferTexture2DMultisampleEXT
#define glFramebufferTextureMultisampleMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultisampleMultiviewOVR
#endif // ANDROID_ENABLED
// Will only be defined if GLES 3.2 headers are included
#ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#endif
RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
free_render_buffer_data();
}
GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
FBDEF new_fbo;
#ifdef ANDROID_ENABLED
// There shouldn't be more then 3 entries in this...
for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
return cached_fbo.fbo;
}
}
new_fbo.color = p_color;
new_fbo.depth = p_depth;
glGenFramebuffers(1, &new_fbo.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
if (p_view_count > 1) {
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
} else {
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
glDeleteFramebuffers(1, &new_fbo.fbo);
new_fbo.fbo = 0;
} else {
// cache it!
msaa3d.cached_fbos.push_back(new_fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
return new_fbo.fbo;
}
void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
free_render_buffer_data();
internal_size = p_config->get_internal_size();
target_size = p_config->get_target_size();
scaling_3d_mode = p_config->get_scaling_3d_mode();
//fsr_sharpness = p_config->get_fsr_sharpness();
//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
render_target = p_config->get_render_target();
msaa3d.mode = p_config->get_msaa_3d();
//screen_space_aa = p_config->get_screen_space_aa();
//use_debanding = p_config->get_use_debanding();
view_count = config->multiview_supported ? p_config->get_view_count() : 1;
ERR_FAIL_COND(view_count == 0);
bool use_multiview = view_count > 1;
// Check our scaling mode
if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size.x == 0 && internal_size.y == 0) {
// Disable, no size set.
scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size == target_size) {
// If size matches, we won't use scaling.
scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR) {
// We only support bilinear scaling atm.
WARN_PRINT_ONCE("GLES only supports bilinear scaling.");
scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
}
bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF; // TODO also need this if doing post processing like glow
if (use_internal_buffer) {
// Setup our internal buffer.
bool is_transparent = texture_storage->render_target_get_transparent(render_target);
GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
GLuint color_format = GL_RGBA;
GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
// Create our color buffer.
glGenTextures(1, &internal3d.color);
glBindTexture(texture_target, internal3d.color);
if (use_multiview) {
glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
} else {
glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
}
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.color, internal_size.x * internal_size.y * view_count * 4, "3D color texture");
// Create our depth buffer.
glGenTextures(1, &internal3d.depth);
glBindTexture(texture_target, internal3d.depth);
if (use_multiview) {
glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
} else {
glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.depth, internal_size.x * internal_size.y * view_count * 3, "3D depth texture");
// Create our internal 3D FBO.
// Note that if MSAA is used and our rt_msaa_* extensions are available, this is only used for blitting and effects.
glGenFramebuffers(1, &internal3d.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, internal3d.fbo);
#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, internal3d.color, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_intermediate_buffers();
WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
}
glBindTexture(texture_target, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Check if we support MSAA.
if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && internal_size.x == 0 && internal_size.y == 0) {
// Disable, no size set.
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
} else if (!use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_supported && !config->rt_msaa_supported) {
WARN_PRINT_ONCE("MSAA is not supported on this device.");
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
} else if (use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_multiview_supported && !config->rt_msaa_multiview_supported) {
WARN_PRINT_ONCE("Multiview MSAA is not supported on this device.");
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
}
if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
// Setup MSAA.
const GLsizei samples[] = { 1, 2, 4, 8 };
msaa3d.samples = samples[msaa3d.mode];
// Constrain by limits of OpenGL driver.
if (msaa3d.samples > config->msaa_max_samples) {
msaa3d.samples = config->msaa_max_samples;
}
if (!use_multiview && !config->rt_msaa_supported) {
// Render to texture extensions not supported? fall back to MSAA framebuffer through GL_EXT_framebuffer_multisample.
// Note, if 2D MSAA matches 3D MSAA and we're not scaling, it would be ideal if we reuse our 2D MSAA buffer here.
// We can't however because we don't trigger a change in configuration if 2D MSAA changes.
// We'll accept the overhead in this situation.
msaa3d.needs_resolve = true;
msaa3d.check_fbo_cache = false;
bool is_transparent = texture_storage->render_target_get_transparent(render_target);
GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
// Create our color buffer.
glGenRenderbuffers(1, &msaa3d.color);
glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.color);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y);
GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color render buffer");
// Create our depth buffer.
glGenRenderbuffers(1, &msaa3d.depth);
glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * 3 * msaa3d.samples, "MSAA 3D depth render buffer");
// Create our MSAA 3D FBO.
glGenFramebuffers(1, &msaa3d.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_msaa3d_buffers();
WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
} else if (use_multiview && !config->rt_msaa_multiview_supported) {
// Render to texture extensions not supported? fall back to MSAA textures through GL_EXT_multiview_texture_multisample.
msaa3d.needs_resolve = true;
msaa3d.check_fbo_cache = false;
bool is_transparent = texture_storage->render_target_get_transparent(render_target);
GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
// Create our color buffer.
glGenTextures(1, &msaa3d.color);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.color);
#ifdef ANDROID_ENABLED
glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
#else
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
#endif
GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color texture");
// Create our depth buffer.
glGenTextures(1, &msaa3d.depth);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
#ifdef ANDROID_ENABLED
glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
#else
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
#endif
GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * msaa3d.samples, "MSAA 3D depth texture");
// Create our MSAA 3D FBO.
glGenFramebuffers(1, &msaa3d.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_msaa3d_buffers();
WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED) // Only supported on OpenGLES!
} else if (!use_internal_buffer) {
// We are going to render directly into our render target textures,
// these can change from frame to frame as we cycle through swapchains,
// hence we'll use our FBO cache here.
msaa3d.needs_resolve = false;
msaa3d.check_fbo_cache = true;
#endif
#ifdef ANDROID_ENABLED
} else if (use_internal_buffer) {
// We can combine MSAA and scaling/effects.
msaa3d.needs_resolve = false;
msaa3d.check_fbo_cache = false;
// We render to our internal textures, MSAA is only done in tile memory only.
// On mobile this means MSAA never leaves tile memory = efficiency!
glGenFramebuffers(1, &msaa3d.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
if (use_multiview) {
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, msaa3d.samples, 0, view_count);
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, msaa3d.samples, 0, view_count);
} else {
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, internal3d.color, 0, msaa3d.samples);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, internal3d.depth, 0, msaa3d.samples);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_msaa3d_buffers();
WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + texture_storage->get_framebuffer_error(status));
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
} else {
// HUH? how did we get here?
WARN_PRINT_ONCE("MSAA is not supported on this device.");
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
msaa3d.samples = 1;
msaa3d.check_fbo_cache = false;
}
} else {
msaa3d.samples = 1;
msaa3d.check_fbo_cache = false;
}
}
void RenderSceneBuffersGLES3::_clear_msaa3d_buffers() {
for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
GLuint fbo = cached_fbo.fbo;
glDeleteFramebuffers(1, &fbo);
}
msaa3d.cached_fbos.clear();
if (msaa3d.fbo) {
glDeleteFramebuffers(1, &msaa3d.fbo);
msaa3d.fbo = 0;
}
if (msaa3d.color != 0) {
if (view_count == 1) {
GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.color);
} else {
GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.color);
}
msaa3d.color = 0;
}
if (msaa3d.depth != 0) {
if (view_count == 1) {
GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.depth);
} else {
GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.depth);
}
msaa3d.depth = 0;
}
}
void RenderSceneBuffersGLES3::_clear_intermediate_buffers() {
if (internal3d.fbo) {
glDeleteFramebuffers(1, &internal3d.fbo);
internal3d.fbo = 0;
}
if (internal3d.color != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(internal3d.color);
internal3d.color = 0;
}
if (internal3d.depth != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(internal3d.depth);
internal3d.depth = 0;
}
}
void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_depth) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
// Setup our back buffer
if (backbuffer3d.fbo == 0) {
glGenFramebuffers(1, &backbuffer3d.fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer3d.fbo);
bool is_transparent = texture_storage->render_target_get_transparent(render_target);
GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
GLuint color_format = GL_RGBA;
GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
if (backbuffer3d.color == 0 && p_need_color) {
glGenTextures(1, &backbuffer3d.color);
glBindTexture(texture_target, backbuffer3d.color);
if (use_multiview) {
glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
} else {
glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
}
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(backbuffer3d.color, internal_size.x * internal_size.y * view_count * 4, "3D Back buffer color texture");
#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer3d.color, 0, 0, view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, backbuffer3d.color, 0);
}
}
if (backbuffer3d.depth == 0 && p_need_depth) {
glGenTextures(1, &backbuffer3d.depth);
glBindTexture(texture_target, backbuffer3d.depth);
if (use_multiview) {
glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
} else {
glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLES3::Utilities::get_singleton()->texture_allocated_data(backbuffer3d.depth, internal_size.x * internal_size.y * view_count * 3, "3D back buffer depth texture");
#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, backbuffer3d.depth, 0, 0, view_count);
} else {
#else
{
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, backbuffer3d.depth, 0);
}
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_back_buffers();
WARN_PRINT("Could not create 3D back buffers, status: " + texture_storage->get_framebuffer_error(status));
}
glBindTexture(texture_target, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RenderSceneBuffersGLES3::_clear_back_buffers() {
if (backbuffer3d.fbo) {
glDeleteFramebuffers(1, &backbuffer3d.fbo);
backbuffer3d.fbo = 0;
}
if (backbuffer3d.color != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.color);
backbuffer3d.color = 0;
}
if (backbuffer3d.depth != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.depth);
backbuffer3d.depth = 0;
}
}
void RenderSceneBuffersGLES3::free_render_buffer_data() {
_clear_msaa3d_buffers();
_clear_intermediate_buffers();
_clear_back_buffers();
}
GLuint RenderSceneBuffersGLES3::get_render_fbo() {
if (msaa3d.check_fbo_cache) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLuint color = texture_storage->render_target_get_color(render_target);
GLuint depth = texture_storage->render_target_get_depth(render_target);
return _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
} else if (msaa3d.fbo != 0) {
// We have an MSAA fbo, render to our MSAA buffer
return msaa3d.fbo;
} else if (internal3d.fbo != 0) {
// We have an internal buffer, render to our internal buffer!
return internal3d.fbo;
} else {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
return texture_storage->render_target_get_fbo(render_target);
}
}
#endif // GLES3_ENABLED