439 lines
15 KiB
C++
439 lines
15 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 "gl_context/context_gl.h"
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#include "os/os.h"
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#include "project_settings.h"
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#include <string.h>
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RasterizerStorage *RasterizerGLES3::get_storage() {
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return storage;
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}
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RasterizerCanvas *RasterizerGLES3::get_canvas() {
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return canvas;
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}
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RasterizerScene *RasterizerGLES3::get_scene() {
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return scene;
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}
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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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#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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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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if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
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return; //these are ultimately annoying, so removing for now
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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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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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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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String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
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ERR_PRINTS(output);
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}
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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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if (OS::get_singleton()->is_stdout_verbose()) {
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print_line("Using GLES3 video driver");
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}
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#ifdef GLAD_ENABLED
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if (!gladLoadGL()) {
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ERR_PRINT("Error initializing GLAD");
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}
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// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
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#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
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if (GLVersion.major < 3 && GLVersion.minor < 3) {
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#else // OpenGL ES 3.0
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if (GLVersion.major < 3) {
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#endif
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ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
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OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Godot Engine will self-destruct as soon as you acknowledge this error message.",
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"Fatal error: Insufficient OpenGL / GLES driver support");
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}
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#ifdef __APPLE__
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// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas..
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#else
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if (OS::get_singleton()->is_stdout_verbose()) {
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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glDebugMessageCallbackARB(_gl_debug_print, NULL);
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glEnable(_EXT_DEBUG_OUTPUT);
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}
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#endif
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#endif // GLAD_ENABLED
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/* // For debugging
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,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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const GLubyte *renderer = glGetString(GL_RENDERER);
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print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer));
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storage->initialize();
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canvas->initialize();
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scene->initialize();
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}
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void RasterizerGLES3::begin_frame() {
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uint64_t tick = OS::get_singleton()->get_ticks_usec();
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double delta = double(tick - prev_ticks) / 1000000.0;
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delta *= Engine::get_singleton()->get_time_scale();
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time_total += delta;
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if (delta == 0) {
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//to avoid hiccups
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delta = 0.001;
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}
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prev_ticks = tick;
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double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
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if (time_total > time_roll_over)
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time_total = 0; //roll over every day (should be customz
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storage->frame.time[0] = time_total;
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storage->frame.time[1] = Math::fmod(time_total, 3600);
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storage->frame.time[2] = Math::fmod(time_total, 900);
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storage->frame.time[3] = Math::fmod(time_total, 60);
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storage->frame.count++;
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storage->frame.delta = delta;
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storage->frame.prev_tick = tick;
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storage->update_dirty_resources();
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storage->info.render_final = storage->info.render;
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storage->info.render.reset();
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scene->iteration();
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}
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void RasterizerGLES3::set_current_render_target(RID p_render_target) {
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if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
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//handle pending clear request, if the framebuffer was not cleared
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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print_line("unbind clear of: " + storage->frame.clear_request_color);
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glClearColor(
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storage->frame.clear_request_color.r,
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storage->frame.clear_request_color.g,
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storage->frame.clear_request_color.b,
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storage->frame.clear_request_color.a);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (p_render_target.is_valid()) {
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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storage->frame.current_rt = rt;
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ERR_FAIL_COND(!rt);
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storage->frame.clear_request = false;
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glViewport(0, 0, rt->width, rt->height);
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} else {
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storage->frame.current_rt = NULL;
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storage->frame.clear_request = false;
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glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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}
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}
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void RasterizerGLES3::restore_render_target() {
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ERR_FAIL_COND(storage->frame.current_rt == NULL);
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RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt;
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glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
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glViewport(0, 0, rt->width, rt->height);
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}
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void RasterizerGLES3::clear_render_target(const Color &p_color) {
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ERR_FAIL_COND(!storage->frame.current_rt);
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storage->frame.clear_request = true;
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storage->frame.clear_request_color = p_color;
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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) {
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if (p_image.is_null() || p_image->empty())
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return;
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begin_frame();
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int window_w = OS::get_singleton()->get_video_mode(0).width;
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int window_h = OS::get_singleton()->get_video_mode(0).height;
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glViewport(0, 0, window_w, window_h);
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glDisable(GL_BLEND);
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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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canvas->canvas_begin();
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RID texture = storage->texture_create();
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storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER);
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storage->texture_set_data(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 (window_w > window_h) {
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//scale horizontally
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screenrect.size.y = window_h;
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screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
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screenrect.position.x = (window_w - screenrect.size.x) / 2;
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} else {
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//scale vertically
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screenrect.size.x = window_w;
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screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
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screenrect.position.y = (window_h - 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(window_w, window_h) - screenrect.size) / 2.0).floor();
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}
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RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t->tex_id);
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canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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storage->free(texture); // free since it's only one frame that stays there
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OS::get_singleton()->swap_buffers();
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}
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void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) {
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ERR_FAIL_COND(storage->frame.current_rt);
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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canvas->canvas_begin();
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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//glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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}
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void RasterizerGLES3::end_frame() {
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#if 0
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canvas->canvas_begin();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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float vtx[8]={0,0,
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0,1,
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1,1,
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1,0
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};
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glBindBuffer(GL_ARRAY_BUFFER,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx );
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//glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices);
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//glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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//glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 );
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glBindVertexArray(canvas->data.canvas_quad_array);
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canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
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#endif
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OS::get_singleton()->swap_buffers();
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/* print_line("objects: "+itos(storage->info.render_object_count));
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print_line("material chages: "+itos(storage->info.render_material_switch_count));
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print_line("surface changes: "+itos(storage->info.render_surface_switch_count));
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print_line("shader changes: "+itos(storage->info.render_shader_rebind_count));
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print_line("vertices: "+itos(storage->info.render_vertices_count));
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*/
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}
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void RasterizerGLES3::finalize() {
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storage->finalize();
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canvas->finalize();
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}
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Rasterizer *RasterizerGLES3::_create_current() {
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return memnew(RasterizerGLES3);
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}
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void RasterizerGLES3::make_current() {
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_create_func = _create_current;
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}
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void RasterizerGLES3::register_config() {
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GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4.0);
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GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
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}
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RasterizerGLES3::RasterizerGLES3() {
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storage = memnew(RasterizerStorageGLES3);
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canvas = memnew(RasterizerCanvasGLES3);
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scene = memnew(RasterizerSceneGLES3);
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canvas->storage = storage;
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canvas->scene_render = scene;
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storage->canvas = canvas;
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scene->storage = storage;
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storage->scene = scene;
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prev_ticks = 0;
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time_total = 0;
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}
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RasterizerGLES3::~RasterizerGLES3() {
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memdelete(storage);
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memdelete(canvas);
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}
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