460 lines
17 KiB
C++
460 lines
17 KiB
C++
/**************************************************************************/
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/* utilities.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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#ifdef GLES3_ENABLED
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#include "utilities.h"
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#include "../rasterizer_gles3.h"
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#include "config.h"
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#include "light_storage.h"
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#include "material_storage.h"
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#include "mesh_storage.h"
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#include "particles_storage.h"
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#include "texture_storage.h"
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#include "servers/rendering/rendering_server_globals.h"
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using namespace GLES3;
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Utilities *Utilities::singleton = nullptr;
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Utilities::Utilities() {
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singleton = this;
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frame = 0;
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for (int i = 0; i < FRAME_COUNT; i++) {
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frames[i].index = 0;
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glGenQueries(max_timestamp_query_elements, frames[i].queries);
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frames[i].timestamp_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_count = 0;
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frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
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frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
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frames[i].timestamp_result_count = 0;
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}
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}
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Utilities::~Utilities() {
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singleton = nullptr;
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for (int i = 0; i < FRAME_COUNT; i++) {
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glDeleteQueries(max_timestamp_query_elements, frames[i].queries);
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}
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if (texture_mem_cache) {
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uint32_t leaked_data_size = 0;
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for (const KeyValue<GLuint, ResourceAllocation> &E : texture_allocs_cache) {
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#ifdef DEV_ENABLED
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ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
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#else
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ERR_PRINT("Texture with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
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#endif
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leaked_data_size += E.value.size;
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}
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if (leaked_data_size < texture_mem_cache) {
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ERR_PRINT("Texture cache is not empty. There may be an additional texture leak of " + itos(texture_mem_cache - leaked_data_size) + " bytes.");
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}
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}
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if (render_buffer_mem_cache) {
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uint32_t leaked_data_size = 0;
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for (const KeyValue<GLuint, ResourceAllocation> &E : render_buffer_allocs_cache) {
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#ifdef DEV_ENABLED
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ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
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#else
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ERR_PRINT("Render buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
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#endif
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leaked_data_size += E.value.size;
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}
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if (leaked_data_size < render_buffer_mem_cache) {
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ERR_PRINT("Render buffer cache is not empty. There may be an additional render buffer leak of " + itos(render_buffer_mem_cache - leaked_data_size) + " bytes.");
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}
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}
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if (buffer_mem_cache) {
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uint32_t leaked_data_size = 0;
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for (const KeyValue<GLuint, ResourceAllocation> &E : buffer_allocs_cache) {
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#ifdef DEV_ENABLED
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ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
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#else
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ERR_PRINT("Buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
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#endif
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leaked_data_size += E.value.size;
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}
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if (leaked_data_size < buffer_mem_cache) {
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ERR_PRINT("Buffer cache is not empty. There may be an additional buffer leak of " + itos(buffer_mem_cache - leaked_data_size) + " bytes.");
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}
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}
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}
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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Vector<uint8_t> ret;
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if (p_buffer_size == 0) {
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return ret;
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}
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ret.resize(p_buffer_size);
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glBindBuffer(p_target, p_buffer);
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#if defined(__EMSCRIPTEN__)
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{
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uint8_t *w = ret.ptrw();
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godot_webgl2_glGetBufferSubData(p_target, 0, p_buffer_size, w);
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}
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#else
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void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
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ERR_FAIL_NULL_V(data, Vector<uint8_t>());
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{
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uint8_t *w = ret.ptrw();
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memcpy(w, data, p_buffer_size);
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}
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glUnmapBuffer(p_target);
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#endif
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glBindBuffer(p_target, 0);
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return ret;
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}
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/* INSTANCES */
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RS::InstanceType Utilities::get_base_type(RID p_rid) const {
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if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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return RS::INSTANCE_MESH;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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return RS::INSTANCE_MULTIMESH;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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return RS::INSTANCE_LIGHT;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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return RS::INSTANCE_LIGHTMAP;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
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return RS::INSTANCE_PARTICLES;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
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return RS::INSTANCE_PARTICLES_COLLISION;
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} else if (owns_visibility_notifier(p_rid)) {
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return RS::INSTANCE_VISIBLITY_NOTIFIER;
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}
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return RS::INSTANCE_NONE;
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}
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bool Utilities::free(RID p_rid) {
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if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
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GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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GLES3::LightStorage::get_singleton()->light_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
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GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
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return true;
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} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
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GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_skeleton(p_rid)) {
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GLES3::MeshStorage::get_singleton()->skeleton_free(p_rid);
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return true;
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} else if (owns_visibility_notifier(p_rid)) {
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visibility_notifier_free(p_rid);
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return true;
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} else {
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return false;
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}
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}
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/* DEPENDENCIES */
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void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
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if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
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Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
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p_instance->update_dependency(&mesh->dependency);
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} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
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MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
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p_instance->update_dependency(&multimesh->dependency);
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if (multimesh->mesh.is_valid()) {
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base_update_dependency(multimesh->mesh, p_instance);
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}
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} else if (LightStorage::get_singleton()->owns_light(p_base)) {
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Light *l = LightStorage::get_singleton()->get_light(p_base);
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p_instance->update_dependency(&l->dependency);
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} else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
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Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
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p_instance->update_dependency(dependency);
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} else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
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Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
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p_instance->update_dependency(dependency);
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} else if (owns_visibility_notifier(p_base)) {
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VisibilityNotifier *vn = get_visibility_notifier(p_base);
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p_instance->update_dependency(&vn->dependency);
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}
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}
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/* VISIBILITY NOTIFIER */
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RID Utilities::visibility_notifier_allocate() {
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return visibility_notifier_owner.allocate_rid();
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}
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void Utilities::visibility_notifier_initialize(RID p_notifier) {
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visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
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}
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void Utilities::visibility_notifier_free(RID p_notifier) {
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VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
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vn->dependency.deleted_notify(p_notifier);
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visibility_notifier_owner.free(p_notifier);
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}
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void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
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VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
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ERR_FAIL_NULL(vn);
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vn->aabb = p_aabb;
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vn->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
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VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
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ERR_FAIL_NULL(vn);
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vn->enter_callback = p_enter_callbable;
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vn->exit_callback = p_exit_callable;
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}
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AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
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const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
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ERR_FAIL_NULL_V(vn, AABB());
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return vn->aabb;
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}
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void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
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VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
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ERR_FAIL_NULL(vn);
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if (p_enter) {
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if (!vn->enter_callback.is_null()) {
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if (p_deferred) {
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vn->enter_callback.call_deferred();
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} else {
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vn->enter_callback.call();
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}
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}
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} else {
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if (!vn->exit_callback.is_null()) {
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if (p_deferred) {
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vn->exit_callback.call_deferred();
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} else {
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vn->exit_callback.call();
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}
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}
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}
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}
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/* TIMING */
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void Utilities::capture_timestamps_begin() {
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capture_timestamp("Frame Begin");
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}
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void Utilities::capture_timestamp(const String &p_name) {
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ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
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#ifdef GL_API_ENABLED
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if (RasterizerGLES3::is_gles_over_gl()) {
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glQueryCounter(frames[frame].queries[frames[frame].timestamp_count], GL_TIMESTAMP);
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}
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#endif // GL_API_ENABLED
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frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
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frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
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frames[frame].timestamp_count++;
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}
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void Utilities::_capture_timestamps_begin() {
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// frame is incremented at the end of the frame so this gives us the queries for frame - 2. By then they should be ready.
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if (frames[frame].timestamp_count) {
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#ifdef GL_API_ENABLED
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if (RasterizerGLES3::is_gles_over_gl()) {
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for (uint32_t i = 0; i < frames[frame].timestamp_count; i++) {
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uint64_t temp = 0;
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glGetQueryObjectui64v(frames[frame].queries[i], GL_QUERY_RESULT, &temp);
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frames[frame].timestamp_result_values[i] = temp;
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}
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}
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#endif // GL_API_ENABLED
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SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
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SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
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}
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frames[frame].timestamp_result_count = frames[frame].timestamp_count;
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frames[frame].timestamp_count = 0;
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frames[frame].index = Engine::get_singleton()->get_frames_drawn();
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capture_timestamp("Internal Begin");
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}
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void Utilities::capture_timestamps_end() {
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capture_timestamp("Internal End");
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frame = (frame + 1) % FRAME_COUNT;
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}
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uint32_t Utilities::get_captured_timestamps_count() const {
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return frames[frame].timestamp_result_count;
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}
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uint64_t Utilities::get_captured_timestamps_frame() const {
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return frames[frame].index;
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}
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uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_result_values[p_index];
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}
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uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
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return frames[frame].timestamp_cpu_result_values[p_index];
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}
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String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
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ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
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return frames[frame].timestamp_result_names[p_index];
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}
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/* MISC */
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void Utilities::update_dirty_resources() {
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MaterialStorage::get_singleton()->_update_global_shader_uniforms();
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MaterialStorage::get_singleton()->_update_queued_materials();
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MeshStorage::get_singleton()->_update_dirty_skeletons();
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MeshStorage::get_singleton()->_update_dirty_multimeshes();
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TextureStorage::get_singleton()->update_texture_atlas();
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}
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void Utilities::set_debug_generate_wireframes(bool p_generate) {
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Config *config = Config::get_singleton();
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config->generate_wireframes = p_generate;
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}
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bool Utilities::has_os_feature(const String &p_feature) const {
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Config *config = Config::get_singleton();
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if (!config) {
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return false;
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}
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if (p_feature == "rgtc") {
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return config->rgtc_supported;
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}
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if (p_feature == "s3tc") {
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return config->s3tc_supported;
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}
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if (p_feature == "bptc") {
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return config->bptc_supported;
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}
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if (p_feature == "astc") {
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return config->astc_supported;
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}
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if (p_feature == "etc2") {
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return config->etc2_supported;
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}
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return false;
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}
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void Utilities::update_memory_info() {
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}
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uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
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if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
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return texture_mem_cache + render_buffer_mem_cache; // Add render buffer memory to our texture mem.
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} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
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return buffer_mem_cache;
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} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
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return texture_mem_cache + buffer_mem_cache + render_buffer_mem_cache;
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}
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return 0;
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}
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String Utilities::get_video_adapter_name() const {
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const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
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// NVIDIA suffixes all GPU model names with "/PCIe/SSE2" in OpenGL (but not Vulkan). This isn't necessary to display nowadays, so it can be trimmed.
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return rendering_device_name.trim_suffix("/PCIe/SSE2");
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}
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String Utilities::get_video_adapter_vendor() const {
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const String rendering_device_vendor = String::utf8((const char *)glGetString(GL_VENDOR));
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// NVIDIA suffixes its vendor name with " Corporation". This is neither necessary to process nor display.
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return rendering_device_vendor.trim_suffix(" Corporation");
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}
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RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
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return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
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}
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String Utilities::get_video_adapter_api_version() const {
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return String::utf8((const char *)glGetString(GL_VERSION));
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}
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Size2i Utilities::get_maximum_viewport_size() const {
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Config *config = Config::get_singleton();
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if (!config) {
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return Size2i();
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}
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return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
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}
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#endif // GLES3_ENABLED
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