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- /**************************************************************************/
- /* 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() {
- for (int i = 0; i < 4; i++) {
- glow.levels[i].color = 0;
- glow.levels[i].fbo = 0;
- }
- }
- RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
- free_render_buffer_data();
- }
- void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
- if (p_view_count > 1) {
- if (p_samples > 1) {
- #if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
- 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
- ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
- #endif
- } else {
- #ifndef IOS_ENABLED
- glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
- glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
- #else
- ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
- #endif
- }
- } else {
- if (p_samples > 1) {
- #ifdef ANDROID_ENABLED
- 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);
- #else
- ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
- #endif
- } else {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
- }
- }
- }
- GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
- FBDEF new_fbo;
- #if defined(ANDROID_ENABLED) || defined(WEB_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);
- _rt_attach_textures(p_color, p_depth, p_samples, p_view_count);
- 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, GLES3::TextureStorage::system_fbo);
- #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();
- //anisotropic_filtering_level = p_config->get_anisotropic_filtering_level();
- 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;
- bool use_multiview = view_count > 1;
- // Get color format data from our render target so we match those
- if (render_target.is_valid()) {
- color_internal_format = texture_storage->render_target_get_color_internal_format(render_target);
- color_format = texture_storage->render_target_get_color_format(render_target);
- color_type = texture_storage->render_target_get_color_type(render_target);
- color_format_size = texture_storage->render_target_get_color_format_size(render_target);
- } else {
- // reflection probe? or error?
- color_internal_format = GL_RGBA8;
- color_format = GL_RGBA;
- color_type = GL_UNSIGNED_BYTE;
- color_format_size = 4;
- }
- // 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;
- }
- // 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;
- }
- // We don't create our buffers right away because post effects can be made active at any time and change our buffer configuration.
- }
- void RenderSceneBuffersGLES3::_check_render_buffers() {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLES3::Config *config = GLES3::Config::get_singleton();
- ERR_FAIL_COND(view_count == 0);
- bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || apply_color_adjustments_in_post;
- uint32_t depth_format_size = 3;
- bool use_multiview = view_count > 1;
- if ((!use_internal_buffer || internal3d.color != 0) && (msaa3d.mode == RS::VIEWPORT_MSAA_DISABLED || msaa3d.color != 0)) {
- // already setup!
- return;
- }
- if (use_internal_buffer && internal3d.color == 0) {
- // Setup our internal buffer.
- 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 * color_format_size, "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 * depth_format_size, "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 internal buffers, status: " + texture_storage->get_framebuffer_error(status));
- }
- glBindTexture(texture_target, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- }
- if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && msaa3d.color == 0) {
- // 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;
- // 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();
- msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
- WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
- }
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- #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;
- // 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 * color_format_size * 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 * depth_format_size * 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();
- msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
- 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, GLES3::TextureStorage::system_fbo);
- #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;
- } 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);
- _rt_attach_textures(internal3d.color, internal3d.depth, msaa3d.samples, view_count);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _clear_msaa3d_buffers();
- msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
- WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + texture_storage->get_framebuffer_error(status));
- }
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- #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::configure_for_probe(Size2i p_size) {
- internal_size = p_size;
- target_size = p_size;
- scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
- view_count = 1;
- }
- 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 use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
- GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
- uint32_t depth_format_size = 3;
- 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 * color_format_size, "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 * depth_format_size, "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, GLES3::TextureStorage::system_fbo);
- }
- 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::set_apply_color_adjustments_in_post(bool p_apply_in_post) {
- apply_color_adjustments_in_post = p_apply_in_post;
- }
- void RenderSceneBuffersGLES3::check_glow_buffers() {
- if (glow.levels[0].color != 0) {
- // already have these setup..
- return;
- }
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- Size2i level_size = internal_size;
- for (int i = 0; i < 4; i++) {
- level_size = Size2i(level_size.x >> 1, level_size.y >> 1).maxi(4);
- glow.levels[i].size = level_size;
- // Create our texture
- glGenTextures(1, &glow.levels[i].color);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, glow.levels[i].color);
- glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, level_size.x, level_size.y, 0, color_format, color_type, nullptr);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- GLES3::Utilities::get_singleton()->texture_allocated_data(glow.levels[i].color, level_size.x * level_size.y * color_format_size, String("Glow buffer ") + String::num_int64(i));
- // Create our FBO
- glGenFramebuffers(1, &glow.levels[i].fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, glow.levels[i].fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glow.levels[i].color, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT("Could not create glow buffers, status: " + texture_storage->get_framebuffer_error(status));
- _clear_glow_buffers();
- break;
- }
- }
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- }
- void RenderSceneBuffersGLES3::_clear_glow_buffers() {
- for (int i = 0; i < 4; i++) {
- if (glow.levels[i].fbo != 0) {
- glDeleteFramebuffers(1, &glow.levels[i].fbo);
- glow.levels[i].fbo = 0;
- }
- if (glow.levels[i].color != 0) {
- GLES3::Utilities::get_singleton()->texture_free_data(glow.levels[i].color);
- glow.levels[i].color = 0;
- }
- }
- }
- void RenderSceneBuffersGLES3::free_render_buffer_data() {
- _clear_msaa3d_buffers();
- _clear_intermediate_buffers();
- _clear_back_buffers();
- _clear_glow_buffers();
- }
- GLuint RenderSceneBuffersGLES3::get_render_fbo() {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLuint rt_fbo = 0;
- _check_render_buffers();
- if (msaa3d.check_fbo_cache) {
- GLuint color = texture_storage->render_target_get_color(render_target);
- GLuint depth = texture_storage->render_target_get_depth(render_target);
- rt_fbo = _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
- if (rt_fbo == 0) {
- // Somehow couldn't obtain this? Just render without MSAA.
- rt_fbo = texture_storage->render_target_get_fbo(render_target);
- }
- } 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 {
- rt_fbo = texture_storage->render_target_get_fbo(render_target);
- }
- if (texture_storage->render_target_is_reattach_textures(render_target)) {
- GLuint color = texture_storage->render_target_get_color(render_target);
- GLuint depth = texture_storage->render_target_get_depth(render_target);
- glBindFramebuffer(GL_FRAMEBUFFER, rt_fbo);
- _rt_attach_textures(color, depth, msaa3d.samples, view_count);
- glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
- }
- return rt_fbo;
- }
- #endif // GLES3_ENABLED
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