render_scene_buffers_gles3.cpp 27 KB

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  1. /**************************************************************************/
  2. /* render_scene_buffers_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifdef GLES3_ENABLED
  31. #include "render_scene_buffers_gles3.h"
  32. #include "config.h"
  33. #include "texture_storage.h"
  34. #include "utilities.h"
  35. #ifdef ANDROID_ENABLED
  36. #define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
  37. #define glTexStorage3DMultisample GLES3::Config::get_singleton()->eglTexStorage3DMultisample
  38. #define glFramebufferTexture2DMultisampleEXT GLES3::Config::get_singleton()->eglFramebufferTexture2DMultisampleEXT
  39. #define glFramebufferTextureMultisampleMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultisampleMultiviewOVR
  40. #endif // ANDROID_ENABLED
  41. // Will only be defined if GLES 3.2 headers are included
  42. #ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
  43. #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
  44. #endif
  45. RenderSceneBuffersGLES3::RenderSceneBuffersGLES3() {
  46. for (int i = 0; i < 4; i++) {
  47. glow.levels[i].color = 0;
  48. glow.levels[i].fbo = 0;
  49. }
  50. }
  51. RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
  52. free_render_buffer_data();
  53. }
  54. void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
  55. if (p_view_count > 1) {
  56. if (p_samples > 1) {
  57. #if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
  58. glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
  59. glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
  60. #else
  61. ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
  62. #endif
  63. } else {
  64. #ifndef IOS_ENABLED
  65. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
  66. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
  67. #else
  68. ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
  69. #endif
  70. }
  71. } else {
  72. if (p_samples > 1) {
  73. #ifdef ANDROID_ENABLED
  74. glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
  75. glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
  76. #else
  77. ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
  78. #endif
  79. } else {
  80. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
  81. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
  82. }
  83. }
  84. }
  85. GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
  86. FBDEF new_fbo;
  87. #if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
  88. // There shouldn't be more then 3 entries in this...
  89. for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
  90. if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
  91. return cached_fbo.fbo;
  92. }
  93. }
  94. new_fbo.color = p_color;
  95. new_fbo.depth = p_depth;
  96. glGenFramebuffers(1, &new_fbo.fbo);
  97. glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
  98. _rt_attach_textures(p_color, p_depth, p_samples, p_view_count);
  99. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  100. if (status != GL_FRAMEBUFFER_COMPLETE) {
  101. WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
  102. glDeleteFramebuffers(1, &new_fbo.fbo);
  103. new_fbo.fbo = 0;
  104. } else {
  105. // cache it!
  106. msaa3d.cached_fbos.push_back(new_fbo);
  107. }
  108. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  109. #endif
  110. return new_fbo.fbo;
  111. }
  112. void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
  113. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  114. GLES3::Config *config = GLES3::Config::get_singleton();
  115. free_render_buffer_data();
  116. internal_size = p_config->get_internal_size();
  117. target_size = p_config->get_target_size();
  118. scaling_3d_mode = p_config->get_scaling_3d_mode();
  119. //fsr_sharpness = p_config->get_fsr_sharpness();
  120. //texture_mipmap_bias = p_config->get_texture_mipmap_bias();
  121. //anisotropic_filtering_level = p_config->get_anisotropic_filtering_level();
  122. render_target = p_config->get_render_target();
  123. msaa3d.mode = p_config->get_msaa_3d();
  124. //screen_space_aa = p_config->get_screen_space_aa();
  125. //use_debanding = p_config->get_use_debanding();
  126. view_count = config->multiview_supported ? p_config->get_view_count() : 1;
  127. bool use_multiview = view_count > 1;
  128. // Get color format data from our render target so we match those
  129. if (render_target.is_valid()) {
  130. color_internal_format = texture_storage->render_target_get_color_internal_format(render_target);
  131. color_format = texture_storage->render_target_get_color_format(render_target);
  132. color_type = texture_storage->render_target_get_color_type(render_target);
  133. color_format_size = texture_storage->render_target_get_color_format_size(render_target);
  134. } else {
  135. // reflection probe? or error?
  136. color_internal_format = GL_RGBA8;
  137. color_format = GL_RGBA;
  138. color_type = GL_UNSIGNED_BYTE;
  139. color_format_size = 4;
  140. }
  141. // Check our scaling mode
  142. if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size.x == 0 && internal_size.y == 0) {
  143. // Disable, no size set.
  144. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  145. } else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size == target_size) {
  146. // If size matches, we won't use scaling.
  147. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  148. } else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR) {
  149. // We only support bilinear scaling atm.
  150. WARN_PRINT_ONCE("GLES only supports bilinear scaling.");
  151. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  152. }
  153. // Check if we support MSAA.
  154. if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && internal_size.x == 0 && internal_size.y == 0) {
  155. // Disable, no size set.
  156. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  157. } else if (!use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_supported && !config->rt_msaa_supported) {
  158. WARN_PRINT_ONCE("MSAA is not supported on this device.");
  159. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  160. } else if (use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_multiview_supported && !config->rt_msaa_multiview_supported) {
  161. WARN_PRINT_ONCE("Multiview MSAA is not supported on this device.");
  162. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  163. }
  164. // We don't create our buffers right away because post effects can be made active at any time and change our buffer configuration.
  165. }
  166. void RenderSceneBuffersGLES3::_check_render_buffers() {
  167. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  168. GLES3::Config *config = GLES3::Config::get_singleton();
  169. ERR_FAIL_COND(view_count == 0);
  170. bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || apply_color_adjustments_in_post;
  171. uint32_t depth_format_size = 3;
  172. bool use_multiview = view_count > 1;
  173. if ((!use_internal_buffer || internal3d.color != 0) && (msaa3d.mode == RS::VIEWPORT_MSAA_DISABLED || msaa3d.color != 0)) {
  174. // already setup!
  175. return;
  176. }
  177. if (use_internal_buffer && internal3d.color == 0) {
  178. // Setup our internal buffer.
  179. GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
  180. // Create our color buffer.
  181. glGenTextures(1, &internal3d.color);
  182. glBindTexture(texture_target, internal3d.color);
  183. if (use_multiview) {
  184. glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
  185. } else {
  186. glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
  187. }
  188. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  189. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  190. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  191. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  192. GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.color, internal_size.x * internal_size.y * view_count * color_format_size, "3D color texture");
  193. // Create our depth buffer.
  194. glGenTextures(1, &internal3d.depth);
  195. glBindTexture(texture_target, internal3d.depth);
  196. if (use_multiview) {
  197. glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  198. } else {
  199. glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  200. }
  201. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  202. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  203. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  204. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  205. GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size, "3D depth texture");
  206. // Create our internal 3D FBO.
  207. // Note that if MSAA is used and our rt_msaa_* extensions are available, this is only used for blitting and effects.
  208. glGenFramebuffers(1, &internal3d.fbo);
  209. glBindFramebuffer(GL_FRAMEBUFFER, internal3d.fbo);
  210. #ifndef IOS_ENABLED
  211. if (use_multiview) {
  212. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
  213. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
  214. } else {
  215. #else
  216. {
  217. #endif
  218. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, internal3d.color, 0);
  219. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
  220. }
  221. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  222. if (status != GL_FRAMEBUFFER_COMPLETE) {
  223. _clear_intermediate_buffers();
  224. WARN_PRINT("Could not create 3D internal buffers, status: " + texture_storage->get_framebuffer_error(status));
  225. }
  226. glBindTexture(texture_target, 0);
  227. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  228. }
  229. if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && msaa3d.color == 0) {
  230. // Setup MSAA.
  231. const GLsizei samples[] = { 1, 2, 4, 8 };
  232. msaa3d.samples = samples[msaa3d.mode];
  233. // Constrain by limits of OpenGL driver.
  234. if (msaa3d.samples > config->msaa_max_samples) {
  235. msaa3d.samples = config->msaa_max_samples;
  236. }
  237. if (!use_multiview && !config->rt_msaa_supported) {
  238. // Render to texture extensions not supported? fall back to MSAA framebuffer through GL_EXT_framebuffer_multisample.
  239. // Note, if 2D MSAA matches 3D MSAA and we're not scaling, it would be ideal if we reuse our 2D MSAA buffer here.
  240. // We can't however because we don't trigger a change in configuration if 2D MSAA changes.
  241. // We'll accept the overhead in this situation.
  242. msaa3d.needs_resolve = true;
  243. msaa3d.check_fbo_cache = false;
  244. // Create our color buffer.
  245. glGenRenderbuffers(1, &msaa3d.color);
  246. glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.color);
  247. glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y);
  248. 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");
  249. // Create our depth buffer.
  250. glGenRenderbuffers(1, &msaa3d.depth);
  251. glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
  252. glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
  253. 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");
  254. // Create our MSAA 3D FBO.
  255. glGenFramebuffers(1, &msaa3d.fbo);
  256. glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
  257. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
  258. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
  259. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  260. if (status != GL_FRAMEBUFFER_COMPLETE) {
  261. _clear_msaa3d_buffers();
  262. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  263. WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
  264. }
  265. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  266. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  267. #if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
  268. } else if (use_multiview && !config->rt_msaa_multiview_supported) {
  269. // Render to texture extensions not supported? fall back to MSAA textures through GL_EXT_multiview_texture_multisample.
  270. msaa3d.needs_resolve = true;
  271. msaa3d.check_fbo_cache = false;
  272. // Create our color buffer.
  273. glGenTextures(1, &msaa3d.color);
  274. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.color);
  275. #ifdef ANDROID_ENABLED
  276. glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
  277. #else
  278. glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
  279. #endif
  280. 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");
  281. // Create our depth buffer.
  282. glGenTextures(1, &msaa3d.depth);
  283. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
  284. #ifdef ANDROID_ENABLED
  285. glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
  286. #else
  287. glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
  288. #endif
  289. 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");
  290. // Create our MSAA 3D FBO.
  291. glGenFramebuffers(1, &msaa3d.fbo);
  292. glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
  293. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
  294. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
  295. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  296. if (status != GL_FRAMEBUFFER_COMPLETE) {
  297. _clear_msaa3d_buffers();
  298. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  299. WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
  300. }
  301. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
  302. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  303. #endif
  304. #if defined(ANDROID_ENABLED) || defined(WEB_ENABLED) // Only supported on OpenGLES!
  305. } else if (!use_internal_buffer) {
  306. // We are going to render directly into our render target textures,
  307. // these can change from frame to frame as we cycle through swapchains,
  308. // hence we'll use our FBO cache here.
  309. msaa3d.needs_resolve = false;
  310. msaa3d.check_fbo_cache = true;
  311. } else if (use_internal_buffer) {
  312. // We can combine MSAA and scaling/effects.
  313. msaa3d.needs_resolve = false;
  314. msaa3d.check_fbo_cache = false;
  315. // We render to our internal textures, MSAA is only done in tile memory only.
  316. // On mobile this means MSAA never leaves tile memory = efficiency!
  317. glGenFramebuffers(1, &msaa3d.fbo);
  318. glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
  319. _rt_attach_textures(internal3d.color, internal3d.depth, msaa3d.samples, view_count);
  320. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  321. if (status != GL_FRAMEBUFFER_COMPLETE) {
  322. _clear_msaa3d_buffers();
  323. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  324. WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + texture_storage->get_framebuffer_error(status));
  325. }
  326. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  327. #endif
  328. } else {
  329. // HUH? how did we get here?
  330. WARN_PRINT_ONCE("MSAA is not supported on this device.");
  331. msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
  332. msaa3d.samples = 1;
  333. msaa3d.check_fbo_cache = false;
  334. }
  335. } else {
  336. msaa3d.samples = 1;
  337. msaa3d.check_fbo_cache = false;
  338. }
  339. }
  340. void RenderSceneBuffersGLES3::configure_for_probe(Size2i p_size) {
  341. internal_size = p_size;
  342. target_size = p_size;
  343. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  344. view_count = 1;
  345. }
  346. void RenderSceneBuffersGLES3::_clear_msaa3d_buffers() {
  347. for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
  348. GLuint fbo = cached_fbo.fbo;
  349. glDeleteFramebuffers(1, &fbo);
  350. }
  351. msaa3d.cached_fbos.clear();
  352. if (msaa3d.fbo) {
  353. glDeleteFramebuffers(1, &msaa3d.fbo);
  354. msaa3d.fbo = 0;
  355. }
  356. if (msaa3d.color != 0) {
  357. if (view_count == 1) {
  358. GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.color);
  359. } else {
  360. GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.color);
  361. }
  362. msaa3d.color = 0;
  363. }
  364. if (msaa3d.depth != 0) {
  365. if (view_count == 1) {
  366. GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.depth);
  367. } else {
  368. GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.depth);
  369. }
  370. msaa3d.depth = 0;
  371. }
  372. }
  373. void RenderSceneBuffersGLES3::_clear_intermediate_buffers() {
  374. if (internal3d.fbo) {
  375. glDeleteFramebuffers(1, &internal3d.fbo);
  376. internal3d.fbo = 0;
  377. }
  378. if (internal3d.color != 0) {
  379. GLES3::Utilities::get_singleton()->texture_free_data(internal3d.color);
  380. internal3d.color = 0;
  381. }
  382. if (internal3d.depth != 0) {
  383. GLES3::Utilities::get_singleton()->texture_free_data(internal3d.depth);
  384. internal3d.depth = 0;
  385. }
  386. }
  387. void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_depth) {
  388. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  389. // Setup our back buffer
  390. if (backbuffer3d.fbo == 0) {
  391. glGenFramebuffers(1, &backbuffer3d.fbo);
  392. }
  393. glBindFramebuffer(GL_FRAMEBUFFER, backbuffer3d.fbo);
  394. bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
  395. GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
  396. uint32_t depth_format_size = 3;
  397. if (backbuffer3d.color == 0 && p_need_color) {
  398. glGenTextures(1, &backbuffer3d.color);
  399. glBindTexture(texture_target, backbuffer3d.color);
  400. if (use_multiview) {
  401. glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
  402. } else {
  403. glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
  404. }
  405. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  406. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  407. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  408. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  409. 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");
  410. #ifndef IOS_ENABLED
  411. if (use_multiview) {
  412. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer3d.color, 0, 0, view_count);
  413. } else {
  414. #else
  415. {
  416. #endif
  417. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, backbuffer3d.color, 0);
  418. }
  419. }
  420. if (backbuffer3d.depth == 0 && p_need_depth) {
  421. glGenTextures(1, &backbuffer3d.depth);
  422. glBindTexture(texture_target, backbuffer3d.depth);
  423. if (use_multiview) {
  424. glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  425. } else {
  426. glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  427. }
  428. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  429. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  430. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  431. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  432. 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");
  433. #ifndef IOS_ENABLED
  434. if (use_multiview) {
  435. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, backbuffer3d.depth, 0, 0, view_count);
  436. } else {
  437. #else
  438. {
  439. #endif
  440. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, backbuffer3d.depth, 0);
  441. }
  442. }
  443. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  444. if (status != GL_FRAMEBUFFER_COMPLETE) {
  445. _clear_back_buffers();
  446. WARN_PRINT("Could not create 3D back buffers, status: " + texture_storage->get_framebuffer_error(status));
  447. }
  448. glBindTexture(texture_target, 0);
  449. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  450. }
  451. void RenderSceneBuffersGLES3::_clear_back_buffers() {
  452. if (backbuffer3d.fbo) {
  453. glDeleteFramebuffers(1, &backbuffer3d.fbo);
  454. backbuffer3d.fbo = 0;
  455. }
  456. if (backbuffer3d.color != 0) {
  457. GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.color);
  458. backbuffer3d.color = 0;
  459. }
  460. if (backbuffer3d.depth != 0) {
  461. GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.depth);
  462. backbuffer3d.depth = 0;
  463. }
  464. }
  465. void RenderSceneBuffersGLES3::set_apply_color_adjustments_in_post(bool p_apply_in_post) {
  466. apply_color_adjustments_in_post = p_apply_in_post;
  467. }
  468. void RenderSceneBuffersGLES3::check_glow_buffers() {
  469. if (glow.levels[0].color != 0) {
  470. // already have these setup..
  471. return;
  472. }
  473. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  474. Size2i level_size = internal_size;
  475. for (int i = 0; i < 4; i++) {
  476. level_size = Size2i(level_size.x >> 1, level_size.y >> 1).maxi(4);
  477. glow.levels[i].size = level_size;
  478. // Create our texture
  479. glGenTextures(1, &glow.levels[i].color);
  480. glActiveTexture(GL_TEXTURE0);
  481. glBindTexture(GL_TEXTURE_2D, glow.levels[i].color);
  482. glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, level_size.x, level_size.y, 0, color_format, color_type, nullptr);
  483. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  484. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  485. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  486. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  487. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  488. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
  489. 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));
  490. // Create our FBO
  491. glGenFramebuffers(1, &glow.levels[i].fbo);
  492. glBindFramebuffer(GL_FRAMEBUFFER, glow.levels[i].fbo);
  493. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glow.levels[i].color, 0);
  494. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  495. if (status != GL_FRAMEBUFFER_COMPLETE) {
  496. WARN_PRINT("Could not create glow buffers, status: " + texture_storage->get_framebuffer_error(status));
  497. _clear_glow_buffers();
  498. break;
  499. }
  500. }
  501. glBindTexture(GL_TEXTURE_2D, 0);
  502. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  503. }
  504. void RenderSceneBuffersGLES3::_clear_glow_buffers() {
  505. for (int i = 0; i < 4; i++) {
  506. if (glow.levels[i].fbo != 0) {
  507. glDeleteFramebuffers(1, &glow.levels[i].fbo);
  508. glow.levels[i].fbo = 0;
  509. }
  510. if (glow.levels[i].color != 0) {
  511. GLES3::Utilities::get_singleton()->texture_free_data(glow.levels[i].color);
  512. glow.levels[i].color = 0;
  513. }
  514. }
  515. }
  516. void RenderSceneBuffersGLES3::free_render_buffer_data() {
  517. _clear_msaa3d_buffers();
  518. _clear_intermediate_buffers();
  519. _clear_back_buffers();
  520. _clear_glow_buffers();
  521. }
  522. GLuint RenderSceneBuffersGLES3::get_render_fbo() {
  523. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  524. GLuint rt_fbo = 0;
  525. _check_render_buffers();
  526. if (msaa3d.check_fbo_cache) {
  527. GLuint color = texture_storage->render_target_get_color(render_target);
  528. GLuint depth = texture_storage->render_target_get_depth(render_target);
  529. rt_fbo = _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
  530. if (rt_fbo == 0) {
  531. // Somehow couldn't obtain this? Just render without MSAA.
  532. rt_fbo = texture_storage->render_target_get_fbo(render_target);
  533. }
  534. } else if (msaa3d.fbo != 0) {
  535. // We have an MSAA fbo, render to our MSAA buffer
  536. return msaa3d.fbo;
  537. } else if (internal3d.fbo != 0) {
  538. // We have an internal buffer, render to our internal buffer!
  539. return internal3d.fbo;
  540. } else {
  541. rt_fbo = texture_storage->render_target_get_fbo(render_target);
  542. }
  543. if (texture_storage->render_target_is_reattach_textures(render_target)) {
  544. GLuint color = texture_storage->render_target_get_color(render_target);
  545. GLuint depth = texture_storage->render_target_get_depth(render_target);
  546. glBindFramebuffer(GL_FRAMEBUFFER, rt_fbo);
  547. _rt_attach_textures(color, depth, msaa3d.samples, view_count);
  548. glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
  549. }
  550. return rt_fbo;
  551. }
  552. #endif // GLES3_ENABLED