texture_storage.cpp 102 KB

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  1. /**************************************************************************/
  2. /* texture_storage.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 "texture_storage.h"
  32. #include "../effects/copy_effects.h"
  33. #include "../rasterizer_gles3.h"
  34. #include "config.h"
  35. #include "utilities.h"
  36. #ifdef ANDROID_ENABLED
  37. #define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
  38. #endif
  39. using namespace GLES3;
  40. TextureStorage *TextureStorage::singleton = nullptr;
  41. TextureStorage *TextureStorage::get_singleton() {
  42. return singleton;
  43. }
  44. static const GLenum _cube_side_enum[6] = {
  45. GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  46. GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  47. GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  48. GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  49. GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  50. GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  51. };
  52. TextureStorage::TextureStorage() {
  53. singleton = this;
  54. { //create default textures
  55. { // White Textures
  56. Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
  57. image->fill(Color(1, 1, 1, 1));
  58. image->generate_mipmaps();
  59. default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
  60. texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
  61. Vector<Ref<Image>> images;
  62. images.push_back(image);
  63. default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
  64. texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
  65. for (int i = 0; i < 5; i++) {
  66. images.push_back(image);
  67. }
  68. default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
  69. texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
  70. }
  71. {
  72. Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
  73. image->fill(Color(1, 1, 1, 1));
  74. Vector<Ref<Image>> images;
  75. for (int i = 0; i < 4; i++) {
  76. images.push_back(image);
  77. }
  78. default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
  79. texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
  80. }
  81. { // black
  82. Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
  83. image->fill(Color(0, 0, 0, 1));
  84. image->generate_mipmaps();
  85. default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
  86. texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
  87. Vector<Ref<Image>> images;
  88. for (int i = 0; i < 6; i++) {
  89. images.push_back(image);
  90. }
  91. default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
  92. texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
  93. }
  94. {
  95. Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
  96. image->fill(Color());
  97. Vector<Ref<Image>> images;
  98. for (int i = 0; i < 4; i++) {
  99. images.push_back(image);
  100. }
  101. default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
  102. texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
  103. }
  104. { // transparent black
  105. Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
  106. image->fill(Color(0, 0, 0, 0));
  107. image->generate_mipmaps();
  108. default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
  109. texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
  110. }
  111. {
  112. Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
  113. image->fill(Color(0.5, 0.5, 1, 1));
  114. image->generate_mipmaps();
  115. default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
  116. texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
  117. }
  118. {
  119. Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
  120. image->fill(Color(1.0, 0.5, 1, 1));
  121. image->generate_mipmaps();
  122. default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
  123. texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
  124. }
  125. {
  126. default_gl_textures[DEFAULT_GL_TEXTURE_EXT] = texture_allocate();
  127. texture_external_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_EXT], 1, 1, 0);
  128. }
  129. {
  130. unsigned char pixel_data[4 * 4 * 4];
  131. for (int i = 0; i < 16; i++) {
  132. pixel_data[i * 4 + 0] = 0;
  133. pixel_data[i * 4 + 1] = 0;
  134. pixel_data[i * 4 + 2] = 0;
  135. pixel_data[i * 4 + 3] = 0;
  136. }
  137. default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate();
  138. Texture texture;
  139. texture.width = 4;
  140. texture.height = 4;
  141. texture.format = Image::FORMAT_RGBA8;
  142. texture.type = Texture::TYPE_2D;
  143. texture.target = GL_TEXTURE_2D;
  144. texture.active = true;
  145. glGenTextures(1, &texture.tex_id);
  146. texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture);
  147. glBindTexture(GL_TEXTURE_2D, texture.tex_id);
  148. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data);
  149. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 4, "Default uint texture");
  150. texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  151. }
  152. {
  153. uint16_t pixel_data[4 * 4];
  154. for (int i = 0; i < 16; i++) {
  155. pixel_data[i] = Math::make_half_float(1.0f);
  156. }
  157. default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate();
  158. Texture texture;
  159. texture.width = 4;
  160. texture.height = 4;
  161. texture.format = Image::FORMAT_RGBA8;
  162. texture.type = Texture::TYPE_2D;
  163. texture.target = GL_TEXTURE_2D;
  164. texture.active = true;
  165. glGenTextures(1, &texture.tex_id);
  166. texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture);
  167. glBindTexture(GL_TEXTURE_2D, texture.tex_id);
  168. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data);
  169. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 2, "Default depth texture");
  170. texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  171. }
  172. }
  173. glBindTexture(GL_TEXTURE_2D, 0);
  174. { // Atlas Texture initialize.
  175. uint8_t pixel_data[4 * 4 * 4];
  176. for (int i = 0; i < 16; i++) {
  177. pixel_data[i * 4 + 0] = 0;
  178. pixel_data[i * 4 + 1] = 0;
  179. pixel_data[i * 4 + 2] = 0;
  180. pixel_data[i * 4 + 3] = 255;
  181. }
  182. glGenTextures(1, &texture_atlas.texture);
  183. glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
  184. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
  185. GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, 4 * 4 * 4, "Texture atlas (Default)");
  186. }
  187. glBindTexture(GL_TEXTURE_2D, 0);
  188. {
  189. sdf_shader.shader.initialize();
  190. sdf_shader.shader_version = sdf_shader.shader.version_create();
  191. }
  192. // Initialize texture placeholder data for the `texture_*_placeholder_initialize()` methods.
  193. constexpr int placeholder_size = 4;
  194. texture_2d_placeholder = Image::create_empty(placeholder_size, placeholder_size, false, Image::FORMAT_RGBA8);
  195. // Draw a magenta/black checkerboard pattern.
  196. for (int i = 0; i < placeholder_size * placeholder_size; i++) {
  197. const int x = i % placeholder_size;
  198. const int y = i / placeholder_size;
  199. texture_2d_placeholder->set_pixel(x, y, (x + y) % 2 == 0 ? Color(1, 0, 1) : Color(0, 0, 0));
  200. }
  201. texture_2d_array_placeholder.push_back(texture_2d_placeholder);
  202. for (int i = 0; i < 6; i++) {
  203. cubemap_placeholder.push_back(texture_2d_placeholder);
  204. }
  205. Ref<Image> texture_2d_placeholder_rotated;
  206. texture_2d_placeholder_rotated.instantiate();
  207. texture_2d_placeholder_rotated->copy_from(texture_2d_placeholder);
  208. texture_2d_placeholder_rotated->rotate_90(CLOCKWISE);
  209. for (int i = 0; i < 4; i++) {
  210. // Alternate checkerboard pattern on odd layers (by using a copy that is rotated 90 degrees).
  211. texture_3d_placeholder.push_back(i % 2 == 0 ? texture_2d_placeholder : texture_2d_placeholder_rotated);
  212. }
  213. #ifdef GL_API_ENABLED
  214. if (RasterizerGLES3::is_gles_over_gl()) {
  215. glEnable(GL_PROGRAM_POINT_SIZE);
  216. }
  217. #endif // GL_API_ENABLED
  218. }
  219. TextureStorage::~TextureStorage() {
  220. singleton = nullptr;
  221. for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
  222. texture_free(default_gl_textures[i]);
  223. }
  224. if (texture_atlas.texture != 0) {
  225. GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
  226. }
  227. texture_atlas.texture = 0;
  228. glDeleteFramebuffers(1, &texture_atlas.framebuffer);
  229. texture_atlas.framebuffer = 0;
  230. sdf_shader.shader.version_free(sdf_shader.shader_version);
  231. }
  232. /* Canvas Texture API */
  233. RID TextureStorage::canvas_texture_allocate() {
  234. return canvas_texture_owner.allocate_rid();
  235. }
  236. void TextureStorage::canvas_texture_initialize(RID p_rid) {
  237. canvas_texture_owner.initialize_rid(p_rid);
  238. }
  239. void TextureStorage::canvas_texture_free(RID p_rid) {
  240. canvas_texture_owner.free(p_rid);
  241. }
  242. void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
  243. CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
  244. ERR_FAIL_NULL(ct);
  245. switch (p_channel) {
  246. case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
  247. ct->diffuse = p_texture;
  248. } break;
  249. case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
  250. ct->normal_map = p_texture;
  251. } break;
  252. case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
  253. ct->specular = p_texture;
  254. } break;
  255. }
  256. }
  257. void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
  258. CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
  259. ERR_FAIL_NULL(ct);
  260. ct->specular_color.r = p_specular_color.r;
  261. ct->specular_color.g = p_specular_color.g;
  262. ct->specular_color.b = p_specular_color.b;
  263. ct->specular_color.a = p_shininess;
  264. }
  265. void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
  266. CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
  267. ERR_FAIL_NULL(ct);
  268. ct->texture_filter = p_filter;
  269. }
  270. void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
  271. CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
  272. ERR_FAIL_NULL(ct);
  273. ct->texture_repeat = p_repeat;
  274. }
  275. /* Texture API */
  276. Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
  277. Config *config = Config::get_singleton();
  278. r_gl_format = 0;
  279. Ref<Image> image = p_image;
  280. r_compressed = false;
  281. r_real_format = p_format;
  282. bool need_decompress = false;
  283. bool decompress_ra_to_rg = false;
  284. switch (p_format) {
  285. case Image::FORMAT_L8: {
  286. if (RasterizerGLES3::is_gles_over_gl()) {
  287. r_gl_internal_format = GL_R8;
  288. r_gl_format = GL_RED;
  289. r_gl_type = GL_UNSIGNED_BYTE;
  290. } else {
  291. r_gl_internal_format = GL_LUMINANCE;
  292. r_gl_format = GL_LUMINANCE;
  293. r_gl_type = GL_UNSIGNED_BYTE;
  294. }
  295. } break;
  296. case Image::FORMAT_LA8: {
  297. if (RasterizerGLES3::is_gles_over_gl()) {
  298. r_gl_internal_format = GL_RG8;
  299. r_gl_format = GL_RG;
  300. r_gl_type = GL_UNSIGNED_BYTE;
  301. } else {
  302. r_gl_internal_format = GL_LUMINANCE_ALPHA;
  303. r_gl_format = GL_LUMINANCE_ALPHA;
  304. r_gl_type = GL_UNSIGNED_BYTE;
  305. }
  306. } break;
  307. case Image::FORMAT_R8: {
  308. r_gl_internal_format = GL_R8;
  309. r_gl_format = GL_RED;
  310. r_gl_type = GL_UNSIGNED_BYTE;
  311. } break;
  312. case Image::FORMAT_RG8: {
  313. r_gl_internal_format = GL_RG8;
  314. r_gl_format = GL_RG;
  315. r_gl_type = GL_UNSIGNED_BYTE;
  316. } break;
  317. case Image::FORMAT_RGB8: {
  318. r_gl_internal_format = GL_RGB8;
  319. r_gl_format = GL_RGB;
  320. r_gl_type = GL_UNSIGNED_BYTE;
  321. } break;
  322. case Image::FORMAT_RGBA8: {
  323. r_gl_format = GL_RGBA;
  324. r_gl_internal_format = GL_RGBA8;
  325. r_gl_type = GL_UNSIGNED_BYTE;
  326. } break;
  327. case Image::FORMAT_RGBA4444: {
  328. r_gl_internal_format = GL_RGBA4;
  329. r_gl_format = GL_RGBA;
  330. r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
  331. } break;
  332. case Image::FORMAT_RF: {
  333. r_gl_internal_format = GL_R32F;
  334. r_gl_format = GL_RED;
  335. r_gl_type = GL_FLOAT;
  336. } break;
  337. case Image::FORMAT_RGF: {
  338. r_gl_internal_format = GL_RG32F;
  339. r_gl_format = GL_RG;
  340. r_gl_type = GL_FLOAT;
  341. } break;
  342. case Image::FORMAT_RGBF: {
  343. r_gl_internal_format = GL_RGB32F;
  344. r_gl_format = GL_RGB;
  345. r_gl_type = GL_FLOAT;
  346. } break;
  347. case Image::FORMAT_RGBAF: {
  348. r_gl_internal_format = GL_RGBA32F;
  349. r_gl_format = GL_RGBA;
  350. r_gl_type = GL_FLOAT;
  351. } break;
  352. case Image::FORMAT_RH: {
  353. r_gl_internal_format = GL_R16F;
  354. r_gl_format = GL_RED;
  355. r_gl_type = GL_HALF_FLOAT;
  356. } break;
  357. case Image::FORMAT_RGH: {
  358. r_gl_internal_format = GL_RG16F;
  359. r_gl_format = GL_RG;
  360. r_gl_type = GL_HALF_FLOAT;
  361. } break;
  362. case Image::FORMAT_RGBH: {
  363. r_gl_internal_format = GL_RGB16F;
  364. r_gl_format = GL_RGB;
  365. r_gl_type = GL_HALF_FLOAT;
  366. } break;
  367. case Image::FORMAT_RGBAH: {
  368. r_gl_internal_format = GL_RGBA16F;
  369. r_gl_format = GL_RGBA;
  370. r_gl_type = GL_HALF_FLOAT;
  371. } break;
  372. case Image::FORMAT_RGBE9995: {
  373. r_gl_internal_format = GL_RGB9_E5;
  374. r_gl_format = GL_RGB;
  375. r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
  376. } break;
  377. case Image::FORMAT_DXT1: {
  378. if (config->s3tc_supported) {
  379. r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  380. r_gl_format = GL_RGBA;
  381. r_gl_type = GL_UNSIGNED_BYTE;
  382. r_compressed = true;
  383. } else {
  384. need_decompress = true;
  385. }
  386. } break;
  387. case Image::FORMAT_DXT3: {
  388. if (config->s3tc_supported) {
  389. r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  390. r_gl_format = GL_RGBA;
  391. r_gl_type = GL_UNSIGNED_BYTE;
  392. r_compressed = true;
  393. } else {
  394. need_decompress = true;
  395. }
  396. } break;
  397. case Image::FORMAT_DXT5: {
  398. if (config->s3tc_supported) {
  399. r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  400. r_gl_format = GL_RGBA;
  401. r_gl_type = GL_UNSIGNED_BYTE;
  402. r_compressed = true;
  403. } else {
  404. need_decompress = true;
  405. }
  406. } break;
  407. case Image::FORMAT_RGTC_R: {
  408. if (config->rgtc_supported) {
  409. r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
  410. r_gl_format = GL_RGBA;
  411. r_gl_type = GL_UNSIGNED_BYTE;
  412. r_compressed = true;
  413. } else {
  414. need_decompress = true;
  415. }
  416. } break;
  417. case Image::FORMAT_RGTC_RG: {
  418. if (config->rgtc_supported) {
  419. r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
  420. r_gl_format = GL_RGBA;
  421. r_gl_type = GL_UNSIGNED_BYTE;
  422. r_compressed = true;
  423. } else {
  424. need_decompress = true;
  425. }
  426. } break;
  427. case Image::FORMAT_BPTC_RGBA: {
  428. if (config->bptc_supported) {
  429. r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
  430. r_gl_format = GL_RGBA;
  431. r_gl_type = GL_UNSIGNED_BYTE;
  432. r_compressed = true;
  433. } else {
  434. need_decompress = true;
  435. }
  436. } break;
  437. case Image::FORMAT_BPTC_RGBF: {
  438. if (config->bptc_supported) {
  439. r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  440. r_gl_format = GL_RGB;
  441. r_gl_type = GL_FLOAT;
  442. r_compressed = true;
  443. } else {
  444. need_decompress = true;
  445. }
  446. } break;
  447. case Image::FORMAT_BPTC_RGBFU: {
  448. if (config->bptc_supported) {
  449. r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  450. r_gl_format = GL_RGB;
  451. r_gl_type = GL_FLOAT;
  452. r_compressed = true;
  453. } else {
  454. need_decompress = true;
  455. }
  456. } break;
  457. case Image::FORMAT_ETC2_R11: {
  458. if (config->etc2_supported) {
  459. r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
  460. r_gl_format = GL_RED;
  461. r_gl_type = GL_UNSIGNED_BYTE;
  462. r_compressed = true;
  463. } else {
  464. need_decompress = true;
  465. }
  466. } break;
  467. case Image::FORMAT_ETC2_R11S: {
  468. if (config->etc2_supported) {
  469. r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
  470. r_gl_format = GL_RED;
  471. r_gl_type = GL_UNSIGNED_BYTE;
  472. r_compressed = true;
  473. } else {
  474. need_decompress = true;
  475. }
  476. } break;
  477. case Image::FORMAT_ETC2_RG11: {
  478. if (config->etc2_supported) {
  479. r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
  480. r_gl_format = GL_RG;
  481. r_gl_type = GL_UNSIGNED_BYTE;
  482. r_compressed = true;
  483. } else {
  484. need_decompress = true;
  485. }
  486. } break;
  487. case Image::FORMAT_ETC2_RG11S: {
  488. if (config->etc2_supported) {
  489. r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
  490. r_gl_format = GL_RG;
  491. r_gl_type = GL_UNSIGNED_BYTE;
  492. r_compressed = true;
  493. } else {
  494. need_decompress = true;
  495. }
  496. } break;
  497. case Image::FORMAT_ETC:
  498. case Image::FORMAT_ETC2_RGB8: {
  499. if (config->etc2_supported) {
  500. r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
  501. r_gl_format = GL_RGB;
  502. r_gl_type = GL_UNSIGNED_BYTE;
  503. r_compressed = true;
  504. } else {
  505. need_decompress = true;
  506. }
  507. } break;
  508. case Image::FORMAT_ETC2_RGBA8: {
  509. if (config->etc2_supported) {
  510. r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC;
  511. r_gl_format = GL_RGBA;
  512. r_gl_type = GL_UNSIGNED_BYTE;
  513. r_compressed = true;
  514. } else {
  515. need_decompress = true;
  516. }
  517. } break;
  518. case Image::FORMAT_ETC2_RGB8A1: {
  519. if (config->etc2_supported) {
  520. r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  521. r_gl_format = GL_RGBA;
  522. r_gl_type = GL_UNSIGNED_BYTE;
  523. r_compressed = true;
  524. } else {
  525. need_decompress = true;
  526. }
  527. } break;
  528. case Image::FORMAT_ETC2_RA_AS_RG: {
  529. #ifndef WEB_ENABLED
  530. if (config->etc2_supported) {
  531. r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC;
  532. r_gl_format = GL_RGBA;
  533. r_gl_type = GL_UNSIGNED_BYTE;
  534. r_compressed = true;
  535. } else
  536. #endif
  537. {
  538. need_decompress = true;
  539. }
  540. decompress_ra_to_rg = true;
  541. } break;
  542. case Image::FORMAT_DXT5_RA_AS_RG: {
  543. #ifndef WEB_ENABLED
  544. if (config->s3tc_supported) {
  545. r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  546. r_gl_format = GL_RGBA;
  547. r_gl_type = GL_UNSIGNED_BYTE;
  548. r_compressed = true;
  549. } else
  550. #endif
  551. {
  552. need_decompress = true;
  553. }
  554. decompress_ra_to_rg = true;
  555. } break;
  556. case Image::FORMAT_ASTC_4x4: {
  557. if (config->astc_supported) {
  558. r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR;
  559. r_gl_format = GL_RGBA;
  560. r_gl_type = GL_UNSIGNED_BYTE;
  561. r_compressed = true;
  562. } else {
  563. need_decompress = true;
  564. }
  565. } break;
  566. case Image::FORMAT_ASTC_4x4_HDR: {
  567. if (config->astc_hdr_supported) {
  568. r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR;
  569. r_gl_format = GL_RGBA;
  570. r_gl_type = GL_UNSIGNED_BYTE;
  571. r_compressed = true;
  572. } else {
  573. need_decompress = true;
  574. }
  575. } break;
  576. case Image::FORMAT_ASTC_8x8: {
  577. if (config->astc_supported) {
  578. r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR;
  579. r_gl_format = GL_RGBA;
  580. r_gl_type = GL_UNSIGNED_BYTE;
  581. r_compressed = true;
  582. } else {
  583. need_decompress = true;
  584. }
  585. } break;
  586. case Image::FORMAT_ASTC_8x8_HDR: {
  587. if (config->astc_hdr_supported) {
  588. r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR;
  589. r_gl_format = GL_RGBA;
  590. r_gl_type = GL_UNSIGNED_BYTE;
  591. r_compressed = true;
  592. } else {
  593. need_decompress = true;
  594. }
  595. } break;
  596. default: {
  597. ERR_FAIL_V_MSG(Ref<Image>(), vformat("The image format %d is not supported by the Compatibility renderer.", p_format));
  598. }
  599. }
  600. if (need_decompress || p_force_decompress) {
  601. if (image.is_valid()) {
  602. image = image->duplicate();
  603. image->decompress();
  604. ERR_FAIL_COND_V(image->is_compressed(), image);
  605. if (decompress_ra_to_rg) {
  606. image->convert_ra_rgba8_to_rg();
  607. image->convert(Image::FORMAT_RG8);
  608. }
  609. switch (image->get_format()) {
  610. case Image::FORMAT_RG8: {
  611. r_gl_format = GL_RG;
  612. r_gl_internal_format = GL_RG8;
  613. r_gl_type = GL_UNSIGNED_BYTE;
  614. r_real_format = Image::FORMAT_RG8;
  615. r_compressed = false;
  616. } break;
  617. case Image::FORMAT_RGB8: {
  618. r_gl_format = GL_RGB;
  619. r_gl_internal_format = GL_RGB;
  620. r_gl_type = GL_UNSIGNED_BYTE;
  621. r_real_format = Image::FORMAT_RGB8;
  622. r_compressed = false;
  623. } break;
  624. case Image::FORMAT_RGBA8: {
  625. r_gl_format = GL_RGBA;
  626. r_gl_internal_format = GL_RGBA;
  627. r_gl_type = GL_UNSIGNED_BYTE;
  628. r_real_format = Image::FORMAT_RGBA8;
  629. r_compressed = false;
  630. } break;
  631. default: {
  632. image->convert(Image::FORMAT_RGBA8);
  633. r_gl_format = GL_RGBA;
  634. r_gl_internal_format = GL_RGBA;
  635. r_gl_type = GL_UNSIGNED_BYTE;
  636. r_real_format = Image::FORMAT_RGBA8;
  637. r_compressed = false;
  638. } break;
  639. }
  640. }
  641. return image;
  642. }
  643. return p_image;
  644. }
  645. RID TextureStorage::texture_allocate() {
  646. return texture_owner.allocate_rid();
  647. }
  648. void TextureStorage::texture_free(RID p_texture) {
  649. Texture *t = texture_owner.get_or_null(p_texture);
  650. ERR_FAIL_NULL(t);
  651. ERR_FAIL_COND(t->is_render_target);
  652. if (t->canvas_texture) {
  653. memdelete(t->canvas_texture);
  654. }
  655. bool must_free_data = false;
  656. if (t->is_proxy) {
  657. if (t->proxy_to.is_valid()) {
  658. Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
  659. if (proxy_to) {
  660. proxy_to->proxies.erase(p_texture);
  661. }
  662. }
  663. } else {
  664. must_free_data = t->tex_id != 0 && !t->is_from_native_handle;
  665. }
  666. if (must_free_data) {
  667. GLES3::Utilities::get_singleton()->texture_free_data(t->tex_id);
  668. t->tex_id = 0;
  669. }
  670. texture_atlas_remove_texture(p_texture);
  671. for (int i = 0; i < t->proxies.size(); i++) {
  672. Texture *p = texture_owner.get_or_null(t->proxies[i]);
  673. ERR_CONTINUE(!p);
  674. p->proxy_to = RID();
  675. p->tex_id = 0;
  676. }
  677. texture_owner.free(p_texture);
  678. }
  679. void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
  680. ERR_FAIL_COND(p_image.is_null());
  681. Texture texture;
  682. texture.width = p_image->get_width();
  683. texture.height = p_image->get_height();
  684. texture.alloc_width = texture.width;
  685. texture.alloc_height = texture.height;
  686. texture.mipmaps = p_image->get_mipmap_count() + 1;
  687. texture.format = p_image->get_format();
  688. texture.type = Texture::TYPE_2D;
  689. texture.target = GL_TEXTURE_2D;
  690. _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
  691. texture.total_data_size = p_image->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps);
  692. texture.active = true;
  693. glGenTextures(1, &texture.tex_id);
  694. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 2D");
  695. texture_owner.initialize_rid(p_texture, texture);
  696. texture_set_data(p_texture, p_image);
  697. }
  698. void TextureStorage::texture_external_initialize(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) {
  699. Texture texture;
  700. texture.active = true;
  701. texture.alloc_width = texture.width = p_width;
  702. texture.alloc_height = texture.height = p_height;
  703. texture.real_format = texture.format = Image::FORMAT_RGB8;
  704. texture.type = Texture::TYPE_2D;
  705. if (GLES3::Config::get_singleton()->external_texture_supported) {
  706. texture.target = _GL_TEXTURE_EXTERNAL_OES;
  707. } else {
  708. texture.target = GL_TEXTURE_2D;
  709. }
  710. glGenTextures(1, &texture.tex_id);
  711. glBindTexture(texture.target, texture.tex_id);
  712. #ifdef ANDROID_ENABLED
  713. if (texture.target == _GL_TEXTURE_EXTERNAL_OES) {
  714. if (p_external_buffer) {
  715. GLES3::Config::get_singleton()->eglEGLImageTargetTexture2DOES(_GL_TEXTURE_EXTERNAL_OES, reinterpret_cast<void *>(p_external_buffer));
  716. }
  717. texture.total_data_size = 0;
  718. } else
  719. #endif
  720. {
  721. // If external textures aren't supported, allocate an empty 1x1 texture.
  722. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
  723. texture.total_data_size = 3;
  724. }
  725. glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  726. glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  727. glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  728. glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  729. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture External");
  730. texture_owner.initialize_rid(p_texture, texture);
  731. glBindTexture(texture.target, 0);
  732. }
  733. void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
  734. ERR_FAIL_COND(p_layers.is_empty());
  735. ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
  736. ERR_FAIL_COND_MSG(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY, "Cubemap Arrays are not supported in the Compatibility renderer.");
  737. const Ref<Image> &image = p_layers[0];
  738. {
  739. int valid_width = 0;
  740. int valid_height = 0;
  741. bool valid_mipmaps = false;
  742. Image::Format valid_format = Image::FORMAT_MAX;
  743. for (int i = 0; i < p_layers.size(); i++) {
  744. ERR_FAIL_COND(p_layers[i]->is_empty());
  745. if (i == 0) {
  746. valid_width = p_layers[i]->get_width();
  747. valid_height = p_layers[i]->get_height();
  748. valid_format = p_layers[i]->get_format();
  749. valid_mipmaps = p_layers[i]->has_mipmaps();
  750. } else {
  751. ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
  752. ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
  753. ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
  754. ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
  755. }
  756. }
  757. }
  758. Texture texture;
  759. texture.width = image->get_width();
  760. texture.height = image->get_height();
  761. texture.alloc_width = texture.width;
  762. texture.alloc_height = texture.height;
  763. texture.mipmaps = image->get_mipmap_count() + 1;
  764. texture.format = image->get_format();
  765. texture.type = Texture::TYPE_LAYERED;
  766. texture.layered_type = p_layered_type;
  767. texture.target = p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D_ARRAY;
  768. texture.layers = p_layers.size();
  769. _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
  770. texture.total_data_size = p_layers[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.layers;
  771. texture.active = true;
  772. glGenTextures(1, &texture.tex_id);
  773. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture Layered");
  774. texture_owner.initialize_rid(p_texture, texture);
  775. for (int i = 0; i < p_layers.size(); i++) {
  776. _texture_set_data(p_texture, p_layers[i], i, i == 0);
  777. }
  778. }
  779. void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
  780. ERR_FAIL_COND(p_data.is_empty());
  781. Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
  782. ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
  783. Ref<Image> image = p_data[0];
  784. int mipmap_count = 0;
  785. {
  786. Size2i prev_size;
  787. for (int i = 0; i < p_data.size(); i++) {
  788. Size2i img_size(p_data[i]->get_width(), p_data[i]->get_height());
  789. if (img_size != prev_size) {
  790. mipmap_count++;
  791. }
  792. prev_size = img_size;
  793. }
  794. }
  795. Texture texture;
  796. texture.width = p_width;
  797. texture.height = p_height;
  798. texture.depth = p_depth;
  799. texture.alloc_width = texture.width;
  800. texture.alloc_height = texture.height;
  801. texture.mipmaps = mipmap_count;
  802. texture.format = image->get_format();
  803. texture.type = Texture::TYPE_3D;
  804. texture.target = GL_TEXTURE_3D;
  805. _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
  806. texture.total_data_size = p_data[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.depth;
  807. texture.active = true;
  808. glGenTextures(1, &texture.tex_id);
  809. GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 3D");
  810. texture_owner.initialize_rid(p_texture, texture);
  811. _texture_set_3d_data(p_texture, p_data, true);
  812. }
  813. // Called internally when texture_proxy_create(p_base) is called.
  814. // Note: p_base is the root and p_texture is the proxy.
  815. void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
  816. Texture *texture = texture_owner.get_or_null(p_base);
  817. ERR_FAIL_NULL(texture);
  818. Texture proxy_tex;
  819. proxy_tex.copy_from(*texture);
  820. proxy_tex.proxy_to = p_base;
  821. proxy_tex.is_render_target = false;
  822. proxy_tex.is_proxy = true;
  823. proxy_tex.proxies.clear();
  824. texture->proxies.push_back(p_texture);
  825. texture_owner.initialize_rid(p_texture, proxy_tex);
  826. }
  827. RID TextureStorage::texture_create_from_native_handle(RS::TextureType p_type, Image::Format p_format, uint64_t p_native_handle, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) {
  828. Texture texture;
  829. texture.active = true;
  830. texture.is_from_native_handle = true;
  831. switch (p_type) {
  832. case RS::TEXTURE_TYPE_2D: {
  833. texture.type = Texture::TYPE_2D;
  834. texture.target = GL_TEXTURE_2D;
  835. } break;
  836. case RS::TEXTURE_TYPE_3D: {
  837. texture.type = Texture::TYPE_3D;
  838. texture.target = GL_TEXTURE_3D;
  839. } break;
  840. case RS::TEXTURE_TYPE_LAYERED: {
  841. texture.type = Texture::TYPE_LAYERED;
  842. texture.target = GL_TEXTURE_2D_ARRAY;
  843. } break;
  844. }
  845. texture.real_format = texture.format = p_format;
  846. texture.tex_id = p_native_handle;
  847. texture.alloc_width = texture.width = p_width;
  848. texture.alloc_height = texture.height = p_height;
  849. texture.depth = p_depth;
  850. texture.layers = p_layers;
  851. texture.layered_type = p_layered_type;
  852. return texture_owner.make_rid(texture);
  853. }
  854. void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
  855. texture_set_data(p_texture, p_image, p_layer);
  856. Texture *tex = texture_owner.get_or_null(p_texture);
  857. ERR_FAIL_NULL(tex);
  858. GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
  859. #ifdef TOOLS_ENABLED
  860. tex->image_cache_2d.unref();
  861. #endif
  862. }
  863. void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
  864. Texture *tex = texture_owner.get_or_null(p_texture);
  865. ERR_FAIL_NULL(tex);
  866. ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
  867. Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
  868. ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr));
  869. _texture_set_3d_data(p_texture, p_data, false);
  870. GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size);
  871. }
  872. void TextureStorage::texture_external_update(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) {
  873. Texture *tex = texture_owner.get_or_null(p_texture);
  874. ERR_FAIL_NULL(tex);
  875. tex->alloc_width = tex->width = p_width;
  876. tex->alloc_height = tex->height = p_height;
  877. #ifdef ANDROID_ENABLED
  878. if (tex->target == _GL_TEXTURE_EXTERNAL_OES && p_external_buffer) {
  879. glBindTexture(_GL_TEXTURE_EXTERNAL_OES, tex->tex_id);
  880. GLES3::Config::get_singleton()->eglEGLImageTargetTexture2DOES(_GL_TEXTURE_EXTERNAL_OES, reinterpret_cast<void *>(p_external_buffer));
  881. glBindTexture(_GL_TEXTURE_EXTERNAL_OES, 0);
  882. }
  883. #endif
  884. }
  885. void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
  886. Texture *tex = texture_owner.get_or_null(p_texture);
  887. ERR_FAIL_NULL(tex);
  888. ERR_FAIL_COND(!tex->is_proxy);
  889. Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
  890. ERR_FAIL_NULL(proxy_to);
  891. ERR_FAIL_COND(proxy_to->is_proxy);
  892. if (tex->proxy_to.is_valid()) {
  893. Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
  894. ERR_FAIL_NULL(prev_tex);
  895. prev_tex->proxies.erase(p_texture);
  896. }
  897. *tex = *proxy_to;
  898. tex->proxy_to = p_proxy_to;
  899. tex->is_render_target = false;
  900. tex->is_proxy = true;
  901. tex->proxies.clear();
  902. tex->canvas_texture = nullptr;
  903. tex->tex_id = 0;
  904. proxy_to->proxies.push_back(p_texture);
  905. }
  906. void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
  907. texture_2d_initialize(p_texture, texture_2d_placeholder);
  908. }
  909. void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
  910. if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
  911. texture_2d_layered_initialize(p_texture, texture_2d_array_placeholder, p_layered_type);
  912. } else {
  913. texture_2d_layered_initialize(p_texture, cubemap_placeholder, p_layered_type);
  914. }
  915. }
  916. void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
  917. texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, texture_3d_placeholder);
  918. }
  919. Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
  920. Texture *texture = texture_owner.get_or_null(p_texture);
  921. ERR_FAIL_NULL_V(texture, Ref<Image>());
  922. #ifdef TOOLS_ENABLED
  923. if (texture->image_cache_2d.is_valid() && !texture->is_render_target) {
  924. return texture->image_cache_2d;
  925. }
  926. #endif
  927. Ref<Image> image;
  928. #ifdef GL_API_ENABLED
  929. if (RasterizerGLES3::is_gles_over_gl()) {
  930. // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
  931. // It also allows for reading compressed textures, mipmaps, and more formats.
  932. Vector<uint8_t> data;
  933. int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
  934. data.resize(data_size * 2); // Add some memory at the end, just in case for buggy drivers.
  935. uint8_t *w = data.ptrw();
  936. glActiveTexture(GL_TEXTURE0);
  937. glBindTexture(texture->target, texture->tex_id);
  938. glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
  939. for (int i = 0; i < texture->mipmaps; i++) {
  940. int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i);
  941. if (texture->compressed) {
  942. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  943. glGetCompressedTexImage(texture->target, i, &w[ofs]);
  944. } else {
  945. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  946. glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
  947. }
  948. }
  949. data.resize(data_size);
  950. ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
  951. image = Image::create_from_data(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, texture->real_format, data);
  952. if (image->is_empty()) {
  953. const String &path_str = texture->path.is_empty() ? "with no path" : vformat("with path '%s'", texture->path);
  954. ERR_FAIL_V_MSG(Ref<Image>(), vformat("Texture %s has no data.", path_str));
  955. }
  956. if (texture->format != texture->real_format) {
  957. image->convert(texture->format);
  958. }
  959. }
  960. #endif // GL_API_ENABLED
  961. #ifdef GLES_API_ENABLED
  962. if (!RasterizerGLES3::is_gles_over_gl()) {
  963. Vector<uint8_t> data;
  964. // On web and mobile we always read an RGBA8 image with no mipmaps.
  965. int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
  966. data.resize(data_size * 2); // Add some memory at the end, just in case for buggy drivers.
  967. uint8_t *w = data.ptrw();
  968. GLuint temp_framebuffer;
  969. glGenFramebuffers(1, &temp_framebuffer);
  970. GLuint temp_color_texture;
  971. glGenTextures(1, &temp_color_texture);
  972. glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
  973. glBindTexture(GL_TEXTURE_2D, temp_color_texture);
  974. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  975. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  976. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  977. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
  978. glDepthMask(GL_FALSE);
  979. glDisable(GL_DEPTH_TEST);
  980. glDisable(GL_CULL_FACE);
  981. glDisable(GL_BLEND);
  982. glDepthFunc(GL_GEQUAL);
  983. glColorMask(1, 1, 1, 1);
  984. glActiveTexture(GL_TEXTURE0);
  985. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  986. glViewport(0, 0, texture->alloc_width, texture->alloc_height);
  987. glClearColor(0.0, 0.0, 0.0, 0.0);
  988. glClear(GL_COLOR_BUFFER_BIT);
  989. CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
  990. glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
  991. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  992. glDeleteTextures(1, &temp_color_texture);
  993. glDeleteFramebuffers(1, &temp_framebuffer);
  994. data.resize(data_size);
  995. ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
  996. image = Image::create_from_data(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data);
  997. if (image->is_empty()) {
  998. const String &path_str = texture->path.is_empty() ? "with no path" : vformat("with path '%s'", texture->path);
  999. ERR_FAIL_V_MSG(Ref<Image>(), vformat("Texture %s has no data.", path_str));
  1000. }
  1001. if (texture->format != Image::FORMAT_RGBA8) {
  1002. image->convert(texture->format);
  1003. }
  1004. if (texture->mipmaps > 1) {
  1005. image->generate_mipmaps();
  1006. }
  1007. }
  1008. #endif // GLES_API_ENABLED
  1009. #ifdef TOOLS_ENABLED
  1010. if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
  1011. texture->image_cache_2d = image;
  1012. }
  1013. #endif
  1014. return image;
  1015. }
  1016. Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const {
  1017. Texture *texture = texture_owner.get_or_null(p_texture);
  1018. ERR_FAIL_NULL_V(texture, Ref<Image>());
  1019. Vector<uint8_t> data;
  1020. int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
  1021. data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
  1022. uint8_t *w = data.ptrw();
  1023. GLuint temp_framebuffer;
  1024. glGenFramebuffers(1, &temp_framebuffer);
  1025. GLuint temp_color_texture;
  1026. glGenTextures(1, &temp_color_texture);
  1027. glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
  1028. glBindTexture(GL_TEXTURE_2D, temp_color_texture);
  1029. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  1030. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1031. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1032. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
  1033. glDepthMask(GL_FALSE);
  1034. glDisable(GL_DEPTH_TEST);
  1035. glDisable(GL_CULL_FACE);
  1036. glDisable(GL_BLEND);
  1037. glDepthFunc(GL_LEQUAL);
  1038. glColorMask(1, 1, 1, 1);
  1039. glActiveTexture(GL_TEXTURE0);
  1040. glBindTexture(GL_TEXTURE_2D_ARRAY, texture->tex_id);
  1041. glViewport(0, 0, texture->alloc_width, texture->alloc_height);
  1042. glClearColor(0.0, 0.0, 0.0, 0.0);
  1043. glClear(GL_COLOR_BUFFER_BIT);
  1044. CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), p_layer, Texture::TYPE_LAYERED);
  1045. glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
  1046. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  1047. glDeleteTextures(1, &temp_color_texture);
  1048. glDeleteFramebuffers(1, &temp_framebuffer);
  1049. data.resize(data_size);
  1050. ERR_FAIL_COND_V(data.is_empty(), Ref<Image>());
  1051. Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
  1052. if (image->is_empty()) {
  1053. const String &path_str = texture->path.is_empty() ? "with no path" : vformat("with path '%s'", texture->path);
  1054. ERR_FAIL_V_MSG(Ref<Image>(), vformat("Texture %s has no data.", path_str));
  1055. }
  1056. if (texture->format != Image::FORMAT_RGBA8) {
  1057. image->convert(texture->format);
  1058. }
  1059. if (texture->mipmaps > 1) {
  1060. image->generate_mipmaps();
  1061. }
  1062. return image;
  1063. }
  1064. Vector<Ref<Image>> TextureStorage::_texture_3d_read_framebuffer(GLES3::Texture *p_texture) const {
  1065. ERR_FAIL_NULL_V(p_texture, Vector<Ref<Image>>());
  1066. Vector<Ref<Image>> ret;
  1067. Vector<uint8_t> data;
  1068. int width = p_texture->width;
  1069. int height = p_texture->height;
  1070. int depth = p_texture->depth;
  1071. for (int mipmap_level = 0; mipmap_level < p_texture->mipmaps; mipmap_level++) {
  1072. int data_size = Image::get_image_data_size(width, height, Image::FORMAT_RGBA8, false);
  1073. glViewport(0, 0, width, height);
  1074. glClearColor(0.0, 0.0, 0.0, 0.0);
  1075. glClear(GL_COLOR_BUFFER_BIT);
  1076. for (int layer = 0; layer < depth; layer++) {
  1077. data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
  1078. uint8_t *w = data.ptrw();
  1079. float layer_f = layer / float(depth);
  1080. CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), layer_f, Texture::TYPE_3D, mipmap_level);
  1081. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
  1082. data.resize(data_size);
  1083. ERR_FAIL_COND_V(data.is_empty(), Vector<Ref<Image>>());
  1084. Ref<Image> img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, data);
  1085. ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
  1086. if (p_texture->format != Image::FORMAT_RGBA8) {
  1087. img->convert(p_texture->format);
  1088. }
  1089. ret.push_back(img);
  1090. }
  1091. width = MAX(1, width >> 1);
  1092. height = MAX(1, height >> 1);
  1093. depth = MAX(1, depth >> 1);
  1094. }
  1095. return ret;
  1096. }
  1097. Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
  1098. Texture *texture = texture_owner.get_or_null(p_texture);
  1099. ERR_FAIL_NULL_V(texture, Vector<Ref<Image>>());
  1100. ERR_FAIL_COND_V(texture->type != Texture::TYPE_3D, Vector<Ref<Image>>());
  1101. #ifdef TOOLS_ENABLED
  1102. if (!texture->image_cache_3d.is_empty() && !texture->is_render_target) {
  1103. return texture->image_cache_3d;
  1104. }
  1105. #endif
  1106. GLuint temp_framebuffer;
  1107. glGenFramebuffers(1, &temp_framebuffer);
  1108. GLuint temp_color_texture;
  1109. glGenTextures(1, &temp_color_texture);
  1110. glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
  1111. glBindTexture(GL_TEXTURE_2D, temp_color_texture);
  1112. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  1113. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1114. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1115. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
  1116. glDepthMask(GL_FALSE);
  1117. glDisable(GL_DEPTH_TEST);
  1118. glDisable(GL_CULL_FACE);
  1119. glDisable(GL_BLEND);
  1120. glDepthFunc(GL_LEQUAL);
  1121. glColorMask(1, 1, 1, 1);
  1122. glActiveTexture(GL_TEXTURE0);
  1123. glBindTexture(GL_TEXTURE_3D, texture->tex_id);
  1124. Vector<Ref<Image>> ret = _texture_3d_read_framebuffer(texture);
  1125. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  1126. glDeleteTextures(1, &temp_color_texture);
  1127. glDeleteFramebuffers(1, &temp_framebuffer);
  1128. #ifdef TOOLS_ENABLED
  1129. if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
  1130. texture->image_cache_3d = ret;
  1131. }
  1132. #endif
  1133. return ret;
  1134. }
  1135. void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
  1136. Texture *tex_to = texture_owner.get_or_null(p_texture);
  1137. ERR_FAIL_NULL(tex_to);
  1138. ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy
  1139. Texture *tex_from = texture_owner.get_or_null(p_by_texture);
  1140. ERR_FAIL_NULL(tex_from);
  1141. ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy
  1142. if (tex_to == tex_from) {
  1143. return;
  1144. }
  1145. if (tex_to->canvas_texture) {
  1146. memdelete(tex_to->canvas_texture);
  1147. tex_to->canvas_texture = nullptr;
  1148. }
  1149. if (tex_to->tex_id) {
  1150. GLES3::Utilities::get_singleton()->texture_free_data(tex_to->tex_id);
  1151. tex_to->tex_id = 0;
  1152. }
  1153. Vector<RID> proxies_to_update = tex_to->proxies;
  1154. Vector<RID> proxies_to_redirect = tex_from->proxies;
  1155. *tex_to = *tex_from;
  1156. tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated
  1157. if (tex_to->canvas_texture) {
  1158. tex_to->canvas_texture->diffuse = p_texture; //update
  1159. }
  1160. for (int i = 0; i < proxies_to_update.size(); i++) {
  1161. texture_proxy_update(proxies_to_update[i], p_texture);
  1162. }
  1163. for (int i = 0; i < proxies_to_redirect.size(); i++) {
  1164. texture_proxy_update(proxies_to_redirect[i], p_texture);
  1165. }
  1166. //delete last, so proxies can be updated
  1167. texture_owner.free(p_by_texture);
  1168. texture_atlas_mark_dirty_on_texture(p_texture);
  1169. }
  1170. void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
  1171. Texture *texture = texture_owner.get_or_null(p_texture);
  1172. ERR_FAIL_NULL(texture);
  1173. ERR_FAIL_COND(texture->is_render_target);
  1174. ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
  1175. ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
  1176. //real texture size is in alloc width and height
  1177. texture->width = p_width;
  1178. texture->height = p_height;
  1179. }
  1180. void TextureStorage::texture_set_path(RID p_texture, const String &p_path) {
  1181. Texture *texture = texture_owner.get_or_null(p_texture);
  1182. ERR_FAIL_NULL(texture);
  1183. texture->path = p_path;
  1184. }
  1185. String TextureStorage::texture_get_path(RID p_texture) const {
  1186. Texture *texture = texture_owner.get_or_null(p_texture);
  1187. ERR_FAIL_NULL_V(texture, "");
  1188. return texture->path;
  1189. }
  1190. void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
  1191. Texture *texture = texture_owner.get_or_null(p_texture);
  1192. ERR_FAIL_NULL(texture);
  1193. texture->detect_3d_callback = p_callback;
  1194. texture->detect_3d_callback_ud = p_userdata;
  1195. }
  1196. void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
  1197. }
  1198. void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
  1199. Texture *texture = texture_owner.get_or_null(p_texture);
  1200. ERR_FAIL_NULL(texture);
  1201. texture->detect_normal_callback = p_callback;
  1202. texture->detect_normal_callback_ud = p_userdata;
  1203. }
  1204. void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
  1205. Texture *texture = texture_owner.get_or_null(p_texture);
  1206. ERR_FAIL_NULL(texture);
  1207. texture->detect_roughness_callback = p_callback;
  1208. texture->detect_roughness_callback_ud = p_userdata;
  1209. }
  1210. void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
  1211. List<RID> textures;
  1212. texture_owner.get_owned_list(&textures);
  1213. for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
  1214. Texture *t = texture_owner.get_or_null(E->get());
  1215. if (!t) {
  1216. continue;
  1217. }
  1218. RS::TextureInfo tinfo;
  1219. tinfo.path = t->path;
  1220. tinfo.format = t->format;
  1221. tinfo.width = t->alloc_width;
  1222. tinfo.height = t->alloc_height;
  1223. tinfo.bytes = t->total_data_size;
  1224. switch (t->type) {
  1225. case Texture::TYPE_3D:
  1226. tinfo.depth = t->depth;
  1227. break;
  1228. case Texture::TYPE_LAYERED:
  1229. tinfo.depth = t->layers;
  1230. break;
  1231. default:
  1232. tinfo.depth = 0;
  1233. break;
  1234. }
  1235. r_info->push_back(tinfo);
  1236. }
  1237. }
  1238. void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
  1239. Texture *texture = texture_owner.get_or_null(p_texture);
  1240. ERR_FAIL_NULL(texture);
  1241. texture->redraw_if_visible = p_enable;
  1242. }
  1243. Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
  1244. const Texture *texture = texture_owner.get_or_null(p_texture);
  1245. ERR_FAIL_NULL_V(texture, Size2());
  1246. if (texture->is_proxy) {
  1247. const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
  1248. return Size2(proxy->width, proxy->height);
  1249. } else {
  1250. return Size2(texture->width, texture->height);
  1251. }
  1252. }
  1253. void TextureStorage::texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type) {
  1254. }
  1255. RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const {
  1256. return RID();
  1257. }
  1258. uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) const {
  1259. const Texture *texture = texture_owner.get_or_null(p_texture);
  1260. ERR_FAIL_NULL_V(texture, 0);
  1261. return texture->tex_id;
  1262. }
  1263. void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
  1264. _texture_set_data(p_texture, p_image, p_layer, false);
  1265. }
  1266. void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize) {
  1267. Texture *texture = texture_owner.get_or_null(p_texture);
  1268. ERR_FAIL_NULL(texture);
  1269. if (texture->target == GL_TEXTURE_3D) {
  1270. // Target is set to a 3D texture or array texture, exit early to avoid spamming errors
  1271. return;
  1272. }
  1273. ERR_FAIL_COND(!texture->active);
  1274. ERR_FAIL_COND(texture->is_render_target);
  1275. ERR_FAIL_COND(p_image.is_null());
  1276. ERR_FAIL_COND(texture->format != p_image->get_format());
  1277. ERR_FAIL_COND(!p_image->get_width());
  1278. ERR_FAIL_COND(!p_image->get_height());
  1279. GLenum type;
  1280. GLenum format;
  1281. GLenum internal_format;
  1282. bool compressed = false;
  1283. Image::Format real_format;
  1284. Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
  1285. ERR_FAIL_COND(img.is_null());
  1286. if (texture->resize_to_po2) {
  1287. if (p_image->is_compressed()) {
  1288. ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
  1289. }
  1290. if (img == p_image) {
  1291. img = img->duplicate();
  1292. }
  1293. img->resize_to_po2(false);
  1294. }
  1295. GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : texture->target;
  1296. Vector<uint8_t> read = img->get_data();
  1297. glActiveTexture(GL_TEXTURE0);
  1298. glBindTexture(texture->target, texture->tex_id);
  1299. _texture_set_swizzle(texture, real_format);
  1300. int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
  1301. // Set filtering and repeat state to default.
  1302. if (mipmaps > 1) {
  1303. texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  1304. } else {
  1305. texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  1306. }
  1307. texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1308. int w = img->get_width();
  1309. int h = img->get_height();
  1310. int tsize = 0;
  1311. for (int i = 0; i < mipmaps; i++) {
  1312. int64_t size, ofs;
  1313. img->get_mipmap_offset_and_size(i, ofs, size);
  1314. if (compressed) {
  1315. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  1316. if (texture->target == GL_TEXTURE_2D_ARRAY) {
  1317. if (p_initialize) {
  1318. glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, size * texture->layers, nullptr);
  1319. }
  1320. glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, internal_format, size, &read[ofs]);
  1321. } else {
  1322. glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]);
  1323. }
  1324. } else {
  1325. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  1326. if (texture->target == GL_TEXTURE_2D_ARRAY) {
  1327. if (p_initialize) {
  1328. glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
  1329. }
  1330. glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
  1331. } else {
  1332. glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
  1333. }
  1334. }
  1335. tsize += size;
  1336. w = MAX(1, w >> 1);
  1337. h = MAX(1, h >> 1);
  1338. }
  1339. if (texture->target == GL_TEXTURE_CUBE_MAP || texture->target == GL_TEXTURE_2D_ARRAY) {
  1340. texture->total_data_size = tsize * texture->layers;
  1341. } else {
  1342. texture->total_data_size = tsize;
  1343. }
  1344. texture->stored_cube_sides |= (1 << p_layer);
  1345. texture->mipmaps = mipmaps;
  1346. }
  1347. void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize) {
  1348. Texture *texture = texture_owner.get_or_null(p_texture);
  1349. ERR_FAIL_NULL(texture);
  1350. ERR_FAIL_COND(!texture->active);
  1351. ERR_FAIL_COND(texture->is_render_target);
  1352. ERR_FAIL_COND(texture->target != GL_TEXTURE_3D);
  1353. ERR_FAIL_COND(p_data.is_empty());
  1354. GLenum type;
  1355. GLenum format;
  1356. GLenum internal_format;
  1357. bool compressed = false;
  1358. Image::Format real_format;
  1359. Ref<Image> img = _get_gl_image_and_format(p_data[0], p_data[0]->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
  1360. ERR_FAIL_COND(img.is_null());
  1361. ERR_FAIL_COND_MSG(compressed, "Compressed 3D textures are not supported in the Compatibility renderer.");
  1362. glActiveTexture(GL_TEXTURE0);
  1363. glBindTexture(texture->target, texture->tex_id);
  1364. _texture_set_swizzle(texture, texture->real_format);
  1365. // Set filtering and repeat state to default.
  1366. if (texture->mipmaps > 1) {
  1367. texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  1368. } else {
  1369. texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  1370. }
  1371. texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1372. Vector<Ref<Image>> images;
  1373. images.resize(p_data.size());
  1374. for (int i = 0; i < p_data.size(); i++) {
  1375. Ref<Image> image = p_data[i];
  1376. if (image->get_format() != texture->format) {
  1377. image = image->duplicate();
  1378. image->convert(texture->format);
  1379. }
  1380. images.write[i] = image;
  1381. }
  1382. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  1383. int all_data_size = 0;
  1384. int mipmap_level = 0;
  1385. int layer = 0;
  1386. int depth = texture->depth;
  1387. Size2i prev_size(images[0]->get_width(), images[0]->get_height());
  1388. for (int i = 0; i < images.size(); i++) {
  1389. Ref<Image> image = images[i];
  1390. Size2i img_size(image->get_width(), image->get_height());
  1391. if (img_size != prev_size) {
  1392. mipmap_level++;
  1393. depth = MAX(1, depth >> 1);
  1394. layer = 0;
  1395. }
  1396. prev_size = img_size;
  1397. all_data_size += image->get_data().size();
  1398. if (layer == 0 && p_initialize) {
  1399. glTexImage3D(GL_TEXTURE_3D, mipmap_level, internal_format, img_size.width, img_size.height, depth, 0, format, type, nullptr);
  1400. }
  1401. glTexSubImage3D(GL_TEXTURE_3D, mipmap_level, 0, 0, layer, img_size.width, img_size.height, 1, format, type, image->get_data().ptr());
  1402. layer++;
  1403. }
  1404. texture->total_data_size = all_data_size;
  1405. texture->mipmaps = mipmap_level + 1;
  1406. #ifdef TOOLS_ENABLED
  1407. if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
  1408. texture->image_cache_3d = images;
  1409. }
  1410. #endif
  1411. }
  1412. void TextureStorage::_texture_set_swizzle(GLES3::Texture *p_texture, Image::Format p_real_format) {
  1413. #ifndef WEB_ENABLED
  1414. switch (p_texture->format) {
  1415. case Image::FORMAT_L8: {
  1416. if (RasterizerGLES3::is_gles_over_gl()) {
  1417. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1418. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
  1419. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
  1420. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
  1421. } else {
  1422. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1423. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
  1424. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
  1425. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
  1426. }
  1427. } break;
  1428. case Image::FORMAT_LA8: {
  1429. if (RasterizerGLES3::is_gles_over_gl()) {
  1430. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1431. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
  1432. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
  1433. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
  1434. } else {
  1435. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1436. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
  1437. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
  1438. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
  1439. }
  1440. } break;
  1441. case Image::FORMAT_ETC2_RA_AS_RG:
  1442. case Image::FORMAT_DXT5_RA_AS_RG: {
  1443. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1444. if (p_texture->format == p_real_format) {
  1445. // Swizzle RA from compressed texture into RG.
  1446. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA);
  1447. } else {
  1448. // Converted textures are already in RG, leave as-is.
  1449. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
  1450. }
  1451. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
  1452. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
  1453. } break;
  1454. default: {
  1455. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  1456. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
  1457. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
  1458. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
  1459. } break;
  1460. }
  1461. #endif // WEB_ENABLED
  1462. }
  1463. Image::Format TextureStorage::texture_get_format(RID p_texture) const {
  1464. Texture *texture = texture_owner.get_or_null(p_texture);
  1465. ERR_FAIL_NULL_V(texture, Image::FORMAT_L8);
  1466. return texture->format;
  1467. }
  1468. uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
  1469. Texture *texture = texture_owner.get_or_null(p_texture);
  1470. ERR_FAIL_NULL_V(texture, 0);
  1471. return texture->tex_id;
  1472. }
  1473. Vector3i TextureStorage::texture_get_size(RID p_texture) const {
  1474. Texture *texture = texture_owner.get_or_null(p_texture);
  1475. ERR_FAIL_NULL_V(texture, Vector3i(0, 0, 0));
  1476. return Vector3i(texture->width, texture->height, texture->depth);
  1477. }
  1478. uint32_t TextureStorage::texture_get_width(RID p_texture) const {
  1479. Texture *texture = texture_owner.get_or_null(p_texture);
  1480. ERR_FAIL_NULL_V(texture, 0);
  1481. return texture->width;
  1482. }
  1483. uint32_t TextureStorage::texture_get_height(RID p_texture) const {
  1484. Texture *texture = texture_owner.get_or_null(p_texture);
  1485. ERR_FAIL_NULL_V(texture, 0);
  1486. return texture->height;
  1487. }
  1488. uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
  1489. Texture *texture = texture_owner.get_or_null(p_texture);
  1490. ERR_FAIL_NULL_V(texture, 0);
  1491. return texture->depth;
  1492. }
  1493. void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
  1494. Texture *texture = texture_owner.get_or_null(p_texture);
  1495. ERR_FAIL_NULL(texture);
  1496. glActiveTexture(GL_TEXTURE0 + p_texture_no);
  1497. glBindTexture(texture->target, texture->tex_id);
  1498. }
  1499. /* TEXTURE ATLAS API */
  1500. void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
  1501. if (!texture_atlas.textures.has(p_texture)) {
  1502. TextureAtlas::Texture t;
  1503. t.users = 1;
  1504. texture_atlas.textures[p_texture] = t;
  1505. texture_atlas.dirty = true;
  1506. } else {
  1507. TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
  1508. t->users++;
  1509. }
  1510. }
  1511. void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {
  1512. TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
  1513. ERR_FAIL_NULL(t);
  1514. t->users--;
  1515. if (t->users == 0) {
  1516. texture_atlas.textures.erase(p_texture);
  1517. // Do not mark it dirty, there is no need to since it remains working.
  1518. }
  1519. }
  1520. void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) {
  1521. if (texture_atlas.textures.has(p_texture)) {
  1522. texture_atlas.dirty = true; // Mark it dirty since it was most likely modified.
  1523. }
  1524. }
  1525. void TextureStorage::texture_atlas_remove_texture(RID p_texture) {
  1526. if (texture_atlas.textures.has(p_texture)) {
  1527. texture_atlas.textures.erase(p_texture);
  1528. // There is not much a point of making it dirty, texture can be removed next time the atlas is updated.
  1529. }
  1530. }
  1531. GLuint TextureStorage::texture_atlas_get_texture() const {
  1532. return texture_atlas.texture;
  1533. }
  1534. void TextureStorage::update_texture_atlas() {
  1535. CopyEffects *copy_effects = CopyEffects::get_singleton();
  1536. ERR_FAIL_NULL(copy_effects);
  1537. if (!texture_atlas.dirty) {
  1538. return; //nothing to do
  1539. }
  1540. texture_atlas.dirty = false;
  1541. if (texture_atlas.texture != 0) {
  1542. GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
  1543. texture_atlas.texture = 0;
  1544. glDeleteFramebuffers(1, &texture_atlas.framebuffer);
  1545. texture_atlas.framebuffer = 0;
  1546. }
  1547. const int border = 2;
  1548. if (texture_atlas.textures.size()) {
  1549. //generate atlas
  1550. Vector<TextureAtlas::SortItem> itemsv;
  1551. itemsv.resize(texture_atlas.textures.size());
  1552. uint32_t base_size = 8;
  1553. int idx = 0;
  1554. for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
  1555. TextureAtlas::SortItem &si = itemsv.write[idx];
  1556. Texture *src_tex = get_texture(E.key);
  1557. si.size.width = (src_tex->width / border) + 1;
  1558. si.size.height = (src_tex->height / border) + 1;
  1559. si.pixel_size = Size2i(src_tex->width, src_tex->height);
  1560. if (base_size < (uint32_t)si.size.width) {
  1561. base_size = nearest_power_of_2_templated(si.size.width);
  1562. }
  1563. si.texture = E.key;
  1564. idx++;
  1565. }
  1566. //sort items by size
  1567. itemsv.sort();
  1568. //attempt to create atlas
  1569. int item_count = itemsv.size();
  1570. TextureAtlas::SortItem *items = itemsv.ptrw();
  1571. int atlas_height = 0;
  1572. while (true) {
  1573. Vector<int> v_offsetsv;
  1574. v_offsetsv.resize(base_size);
  1575. int *v_offsets = v_offsetsv.ptrw();
  1576. memset(v_offsets, 0, sizeof(int) * base_size);
  1577. int max_height = 0;
  1578. for (int i = 0; i < item_count; i++) {
  1579. //best fit
  1580. TextureAtlas::SortItem &si = items[i];
  1581. int best_idx = -1;
  1582. int best_height = 0x7FFFFFFF;
  1583. for (uint32_t j = 0; j <= base_size - si.size.width; j++) {
  1584. int height = 0;
  1585. for (int k = 0; k < si.size.width; k++) {
  1586. int h = v_offsets[k + j];
  1587. if (h > height) {
  1588. height = h;
  1589. if (height > best_height) {
  1590. break; //already bad
  1591. }
  1592. }
  1593. }
  1594. if (height < best_height) {
  1595. best_height = height;
  1596. best_idx = j;
  1597. }
  1598. }
  1599. //update
  1600. for (int k = 0; k < si.size.width; k++) {
  1601. v_offsets[k + best_idx] = best_height + si.size.height;
  1602. }
  1603. si.pos.x = best_idx;
  1604. si.pos.y = best_height;
  1605. if (si.pos.y + si.size.height > max_height) {
  1606. max_height = si.pos.y + si.size.height;
  1607. }
  1608. }
  1609. if ((uint32_t)max_height <= base_size * 2) {
  1610. atlas_height = max_height;
  1611. break; //good ratio, break;
  1612. }
  1613. base_size *= 2;
  1614. }
  1615. texture_atlas.size.width = base_size * border;
  1616. texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
  1617. for (int i = 0; i < item_count; i++) {
  1618. TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
  1619. t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
  1620. t->uv_rect.size = items[i].pixel_size;
  1621. t->uv_rect.position /= Size2(texture_atlas.size);
  1622. t->uv_rect.size /= Size2(texture_atlas.size);
  1623. }
  1624. } else {
  1625. texture_atlas.size.width = 4;
  1626. texture_atlas.size.height = 4;
  1627. }
  1628. { // Atlas Texture initialize.
  1629. // TODO validate texture atlas size with maximum texture size
  1630. glGenTextures(1, &texture_atlas.texture);
  1631. glActiveTexture(GL_TEXTURE0);
  1632. glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
  1633. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  1634. GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, texture_atlas.size.width * texture_atlas.size.height * 4, "Texture atlas");
  1635. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1636. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1637. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1638. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1639. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  1640. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  1641. glGenFramebuffers(1, &texture_atlas.framebuffer);
  1642. glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
  1643. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
  1644. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  1645. if (status != GL_FRAMEBUFFER_COMPLETE) {
  1646. glDeleteFramebuffers(1, &texture_atlas.framebuffer);
  1647. texture_atlas.framebuffer = 0;
  1648. GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
  1649. texture_atlas.texture = 0;
  1650. WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
  1651. return;
  1652. }
  1653. glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
  1654. glClearColor(0.0, 0.0, 0.0, 0.0);
  1655. glClear(GL_COLOR_BUFFER_BIT);
  1656. glBindTexture(GL_TEXTURE_2D, 0);
  1657. }
  1658. glDisable(GL_BLEND);
  1659. if (texture_atlas.textures.size()) {
  1660. for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
  1661. TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
  1662. Texture *src_tex = get_texture(E.key);
  1663. glActiveTexture(GL_TEXTURE0);
  1664. glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
  1665. copy_effects->copy_to_rect(t->uv_rect);
  1666. }
  1667. }
  1668. glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  1669. }
  1670. /* DECAL API */
  1671. RID TextureStorage::decal_allocate() {
  1672. return RID();
  1673. }
  1674. void TextureStorage::decal_initialize(RID p_rid) {
  1675. }
  1676. void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {
  1677. }
  1678. void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
  1679. }
  1680. void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
  1681. }
  1682. void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
  1683. }
  1684. void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
  1685. }
  1686. void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
  1687. }
  1688. void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
  1689. }
  1690. void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
  1691. }
  1692. void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
  1693. }
  1694. AABB TextureStorage::decal_get_aabb(RID p_decal) const {
  1695. return AABB();
  1696. }
  1697. /* RENDER TARGET API */
  1698. GLuint TextureStorage::system_fbo = 0;
  1699. void TextureStorage::_update_render_target(RenderTarget *rt) {
  1700. // do not allocate a render target with no size
  1701. if (rt->size.x <= 0 || rt->size.y <= 0) {
  1702. return;
  1703. }
  1704. // do not allocate a render target that is attached to the screen
  1705. if (rt->direct_to_screen) {
  1706. rt->fbo = system_fbo;
  1707. return;
  1708. }
  1709. Config *config = Config::get_singleton();
  1710. if (rt->hdr) {
  1711. rt->color_internal_format = GL_RGBA16F;
  1712. rt->color_format = GL_RGBA;
  1713. rt->color_type = GL_FLOAT;
  1714. rt->color_format_size = 8;
  1715. rt->image_format = Image::FORMAT_RGBAF;
  1716. } else if (rt->is_transparent) {
  1717. rt->color_internal_format = GL_RGBA8;
  1718. rt->color_format = GL_RGBA;
  1719. rt->color_type = GL_UNSIGNED_BYTE;
  1720. rt->color_format_size = 4;
  1721. rt->image_format = Image::FORMAT_RGBA8;
  1722. } else {
  1723. rt->color_internal_format = GL_RGB10_A2;
  1724. rt->color_format = GL_RGBA;
  1725. rt->color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1726. rt->color_format_size = 4;
  1727. rt->image_format = Image::FORMAT_RGBA8;
  1728. }
  1729. glDisable(GL_SCISSOR_TEST);
  1730. glColorMask(1, 1, 1, 1);
  1731. glDepthMask(GL_FALSE);
  1732. {
  1733. Texture *texture;
  1734. bool use_multiview = rt->view_count > 1 && config->multiview_supported;
  1735. GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
  1736. /* Front FBO */
  1737. glGenFramebuffers(1, &rt->fbo);
  1738. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  1739. // color
  1740. if (rt->overridden.color.is_valid()) {
  1741. texture = get_texture(rt->overridden.color);
  1742. ERR_FAIL_NULL(texture);
  1743. rt->color = texture->tex_id;
  1744. rt->size = Size2i(texture->width, texture->height);
  1745. } else {
  1746. texture = get_texture(rt->texture);
  1747. ERR_FAIL_NULL(texture);
  1748. glGenTextures(1, &rt->color);
  1749. glBindTexture(texture_target, rt->color);
  1750. if (use_multiview) {
  1751. glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
  1752. } else {
  1753. glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
  1754. }
  1755. texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  1756. texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1757. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->color, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target color texture");
  1758. }
  1759. #ifndef IOS_ENABLED
  1760. if (use_multiview) {
  1761. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count);
  1762. } else {
  1763. #else
  1764. {
  1765. #endif
  1766. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, rt->color, 0);
  1767. }
  1768. // depth
  1769. if (rt->overridden.depth.is_valid()) {
  1770. texture = get_texture(rt->overridden.depth);
  1771. ERR_FAIL_NULL(texture);
  1772. rt->depth = texture->tex_id;
  1773. } else {
  1774. glGenTextures(1, &rt->depth);
  1775. glBindTexture(texture_target, rt->depth);
  1776. if (use_multiview) {
  1777. glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  1778. } else {
  1779. glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  1780. }
  1781. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1782. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1783. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1784. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1785. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target depth texture");
  1786. }
  1787. #ifndef IOS_ENABLED
  1788. if (use_multiview) {
  1789. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count);
  1790. } else {
  1791. #else
  1792. {
  1793. #endif
  1794. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0);
  1795. }
  1796. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  1797. if (status != GL_FRAMEBUFFER_COMPLETE) {
  1798. glDeleteFramebuffers(1, &rt->fbo);
  1799. if (rt->overridden.color.is_null()) {
  1800. GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
  1801. }
  1802. if (rt->overridden.depth.is_null()) {
  1803. GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
  1804. }
  1805. rt->fbo = 0;
  1806. rt->size.x = 0;
  1807. rt->size.y = 0;
  1808. rt->color = 0;
  1809. rt->depth = 0;
  1810. if (rt->overridden.color.is_null()) {
  1811. texture->tex_id = 0;
  1812. texture->active = false;
  1813. }
  1814. WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
  1815. return;
  1816. }
  1817. texture->is_render_target = true;
  1818. texture->render_target = rt;
  1819. if (rt->overridden.color.is_null()) {
  1820. texture->format = rt->image_format;
  1821. texture->real_format = rt->image_format;
  1822. texture->target = texture_target;
  1823. if (rt->view_count > 1 && config->multiview_supported) {
  1824. texture->type = Texture::TYPE_LAYERED;
  1825. texture->layers = rt->view_count;
  1826. } else {
  1827. texture->type = Texture::TYPE_2D;
  1828. texture->layers = 1;
  1829. }
  1830. texture->gl_format_cache = rt->color_format;
  1831. texture->gl_type_cache = !rt->hdr ? GL_UNSIGNED_BYTE : GL_FLOAT; // to set HDR format size to 8 and keep 4 for LDR format
  1832. texture->gl_internal_format_cache = rt->color_internal_format;
  1833. texture->tex_id = rt->color;
  1834. texture->width = rt->size.x;
  1835. texture->alloc_width = rt->size.x;
  1836. texture->height = rt->size.y;
  1837. texture->alloc_height = rt->size.y;
  1838. texture->active = true;
  1839. }
  1840. }
  1841. glClearColor(0, 0, 0, 0);
  1842. glClear(GL_COLOR_BUFFER_BIT);
  1843. glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
  1844. }
  1845. void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
  1846. ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized.");
  1847. ERR_FAIL_COND(rt->direct_to_screen);
  1848. // Allocate mipmap chains for full screen blur
  1849. // Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches
  1850. int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4);
  1851. if (rt->size.x > 40 && rt->size.y > 40) {
  1852. GLsizei width = rt->size.x;
  1853. GLsizei height = rt->size.y;
  1854. rt->mipmap_count = count;
  1855. glGenTextures(1, &rt->backbuffer);
  1856. glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
  1857. uint32_t texture_size_bytes = 0;
  1858. for (int l = 0; l < count; l++) {
  1859. texture_size_bytes += width * height * 4;
  1860. glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
  1861. width = MAX(1, (width / 2));
  1862. height = MAX(1, (height / 2));
  1863. }
  1864. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  1865. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1);
  1866. glGenFramebuffers(1, &rt->backbuffer_fbo);
  1867. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  1868. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
  1869. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  1870. if (status != GL_FRAMEBUFFER_COMPLETE) {
  1871. WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
  1872. glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
  1873. return;
  1874. }
  1875. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, texture_size_bytes, "Render target backbuffer color texture");
  1876. // Initialize all levels to clear black.
  1877. for (int j = 0; j < count; j++) {
  1878. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
  1879. glClearColor(0.0, 0.0, 0.0, 0.0);
  1880. glClear(GL_COLOR_BUFFER_BIT);
  1881. }
  1882. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
  1883. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1884. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  1885. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1886. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1887. }
  1888. }
  1889. void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
  1890. if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) {
  1891. return;
  1892. }
  1893. Config *config = Config::get_singleton();
  1894. bool use_multiview = rt->view_count > 1 && config->multiview_supported;
  1895. GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
  1896. if (rt->backbuffer_fbo == 0) {
  1897. glGenFramebuffers(1, &rt->backbuffer_fbo);
  1898. }
  1899. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  1900. if (rt->backbuffer == 0 && uses_screen_texture) {
  1901. glGenTextures(1, &rt->backbuffer);
  1902. glBindTexture(texture_target, rt->backbuffer);
  1903. if (use_multiview) {
  1904. glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
  1905. } else {
  1906. glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
  1907. }
  1908. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target backbuffer color texture (3D)");
  1909. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1910. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1911. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1912. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1913. #ifndef IOS_ENABLED
  1914. if (use_multiview) {
  1915. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->backbuffer, 0, 0, rt->view_count);
  1916. } else {
  1917. #else
  1918. {
  1919. #endif
  1920. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
  1921. }
  1922. }
  1923. if (rt->backbuffer_depth == 0 && uses_depth_texture) {
  1924. glGenTextures(1, &rt->backbuffer_depth);
  1925. glBindTexture(texture_target, rt->backbuffer_depth);
  1926. if (use_multiview) {
  1927. glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  1928. } else {
  1929. glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  1930. }
  1931. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer_depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target backbuffer depth texture");
  1932. glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1933. glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1934. glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1935. glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1936. #ifndef IOS_ENABLED
  1937. if (use_multiview) {
  1938. glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->backbuffer_depth, 0, 0, rt->view_count);
  1939. } else {
  1940. #else
  1941. {
  1942. #endif
  1943. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->backbuffer_depth, 0);
  1944. }
  1945. }
  1946. }
  1947. void TextureStorage::_clear_render_target(RenderTarget *rt) {
  1948. // there is nothing else to clear when DIRECT_TO_SCREEN is used
  1949. if (rt->direct_to_screen) {
  1950. return;
  1951. }
  1952. // Dispose of the cached fbo's and the allocated textures
  1953. for (KeyValue<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry> &E : rt->overridden.fbo_cache) {
  1954. glDeleteTextures(E.value.allocated_textures.size(), E.value.allocated_textures.ptr());
  1955. // Don't delete the current FBO, we'll do that a couple lines down.
  1956. if (E.value.fbo != rt->fbo) {
  1957. glDeleteFramebuffers(1, &E.value.fbo);
  1958. }
  1959. }
  1960. rt->overridden.fbo_cache.clear();
  1961. if (rt->fbo) {
  1962. glDeleteFramebuffers(1, &rt->fbo);
  1963. rt->fbo = 0;
  1964. }
  1965. if (rt->overridden.color.is_null()) {
  1966. if (rt->texture.is_valid()) {
  1967. Texture *tex = get_texture(rt->texture);
  1968. tex->alloc_height = 0;
  1969. tex->alloc_width = 0;
  1970. tex->width = 0;
  1971. tex->height = 0;
  1972. tex->active = false;
  1973. tex->render_target = nullptr;
  1974. tex->is_render_target = false;
  1975. tex->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
  1976. tex->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX);
  1977. }
  1978. } else {
  1979. Texture *tex = get_texture(rt->overridden.color);
  1980. tex->render_target = nullptr;
  1981. tex->is_render_target = false;
  1982. }
  1983. if (rt->overridden.color.is_valid()) {
  1984. rt->overridden.color = RID();
  1985. } else if (rt->color) {
  1986. GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
  1987. if (rt->texture.is_valid()) {
  1988. Texture *tex = get_texture(rt->texture);
  1989. tex->tex_id = 0;
  1990. }
  1991. }
  1992. rt->color = 0;
  1993. if (rt->overridden.depth.is_valid()) {
  1994. rt->overridden.depth = RID();
  1995. } else if (rt->depth) {
  1996. GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
  1997. }
  1998. rt->depth = 0;
  1999. rt->overridden.velocity = RID();
  2000. rt->overridden.is_overridden = false;
  2001. if (rt->backbuffer_fbo != 0) {
  2002. glDeleteFramebuffers(1, &rt->backbuffer_fbo);
  2003. rt->backbuffer_fbo = 0;
  2004. }
  2005. if (rt->backbuffer != 0) {
  2006. GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer);
  2007. rt->backbuffer = 0;
  2008. }
  2009. if (rt->backbuffer_depth != 0) {
  2010. GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer_depth);
  2011. rt->backbuffer_depth = 0;
  2012. }
  2013. _render_target_clear_sdf(rt);
  2014. }
  2015. RID TextureStorage::render_target_create() {
  2016. RenderTarget render_target;
  2017. render_target.used_in_frame = false;
  2018. render_target.clear_requested = false;
  2019. Texture t;
  2020. t.active = true;
  2021. t.render_target = &render_target;
  2022. t.is_render_target = true;
  2023. render_target.texture = texture_owner.make_rid(t);
  2024. _update_render_target(&render_target);
  2025. return render_target_owner.make_rid(render_target);
  2026. }
  2027. void TextureStorage::render_target_free(RID p_rid) {
  2028. RenderTarget *rt = render_target_owner.get_or_null(p_rid);
  2029. _clear_render_target(rt);
  2030. Texture *t = get_texture(rt->texture);
  2031. if (t) {
  2032. t->is_render_target = false;
  2033. if (rt->overridden.color.is_null()) {
  2034. texture_free(rt->texture);
  2035. }
  2036. //memdelete(t);
  2037. }
  2038. render_target_owner.free(p_rid);
  2039. }
  2040. void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
  2041. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2042. ERR_FAIL_NULL(rt);
  2043. rt->position = Point2i(p_x, p_y);
  2044. }
  2045. Point2i TextureStorage::render_target_get_position(RID p_render_target) const {
  2046. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2047. ERR_FAIL_NULL_V(rt, Point2i());
  2048. return rt->position;
  2049. }
  2050. void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
  2051. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2052. ERR_FAIL_NULL(rt);
  2053. if (p_width == rt->size.x && p_height == rt->size.y && p_view_count == rt->view_count) {
  2054. return;
  2055. }
  2056. if (rt->overridden.color.is_valid()) {
  2057. return;
  2058. }
  2059. _clear_render_target(rt);
  2060. rt->size = Size2i(p_width, p_height);
  2061. rt->view_count = p_view_count;
  2062. _update_render_target(rt);
  2063. }
  2064. // TODO: convert to Size2i internally
  2065. Size2i TextureStorage::render_target_get_size(RID p_render_target) const {
  2066. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2067. ERR_FAIL_NULL_V(rt, Size2i());
  2068. return rt->size;
  2069. }
  2070. void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture, RID p_velocity_depth_texture) {
  2071. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2072. ERR_FAIL_NULL(rt);
  2073. ERR_FAIL_COND(rt->direct_to_screen);
  2074. rt->overridden.velocity = p_velocity_texture;
  2075. if (rt->overridden.color == p_color_texture && rt->overridden.depth == p_depth_texture) {
  2076. return;
  2077. }
  2078. if (p_color_texture.is_null() && p_depth_texture.is_null()) {
  2079. _clear_render_target(rt);
  2080. _update_render_target(rt);
  2081. return;
  2082. }
  2083. if (!rt->overridden.is_overridden) {
  2084. _clear_render_target(rt);
  2085. }
  2086. rt->overridden.color = p_color_texture;
  2087. rt->overridden.depth = p_depth_texture;
  2088. rt->overridden.is_overridden = true;
  2089. uint32_t hash_key = hash_murmur3_one_64(p_color_texture.get_id());
  2090. hash_key = hash_murmur3_one_64(p_depth_texture.get_id(), hash_key);
  2091. hash_key = hash_fmix32(hash_key);
  2092. RBMap<uint32_t, RenderTarget::RTOverridden::FBOCacheEntry>::Element *cache;
  2093. if ((cache = rt->overridden.fbo_cache.find(hash_key)) != nullptr) {
  2094. rt->fbo = cache->get().fbo;
  2095. rt->color = cache->get().color;
  2096. rt->depth = cache->get().depth;
  2097. rt->size = cache->get().size;
  2098. rt->texture = p_color_texture;
  2099. return;
  2100. }
  2101. _update_render_target(rt);
  2102. RenderTarget::RTOverridden::FBOCacheEntry new_entry;
  2103. new_entry.fbo = rt->fbo;
  2104. new_entry.color = rt->color;
  2105. new_entry.depth = rt->depth;
  2106. new_entry.size = rt->size;
  2107. // Keep track of any textures we had to allocate because they weren't overridden.
  2108. if (p_color_texture.is_null()) {
  2109. new_entry.allocated_textures.push_back(rt->color);
  2110. }
  2111. if (p_depth_texture.is_null()) {
  2112. new_entry.allocated_textures.push_back(rt->depth);
  2113. }
  2114. rt->overridden.fbo_cache.insert(hash_key, new_entry);
  2115. }
  2116. RID TextureStorage::render_target_get_override_color(RID p_render_target) const {
  2117. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2118. ERR_FAIL_NULL_V(rt, RID());
  2119. return rt->overridden.color;
  2120. }
  2121. RID TextureStorage::render_target_get_override_depth(RID p_render_target) const {
  2122. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2123. ERR_FAIL_NULL_V(rt, RID());
  2124. return rt->overridden.depth;
  2125. }
  2126. RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const {
  2127. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2128. ERR_FAIL_NULL_V(rt, RID());
  2129. return rt->overridden.velocity;
  2130. }
  2131. RID TextureStorage::render_target_get_texture(RID p_render_target) {
  2132. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2133. ERR_FAIL_NULL_V(rt, RID());
  2134. if (rt->overridden.color.is_valid()) {
  2135. return rt->overridden.color;
  2136. }
  2137. return rt->texture;
  2138. }
  2139. void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) {
  2140. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2141. ERR_FAIL_NULL(rt);
  2142. rt->is_transparent = p_transparent;
  2143. if (rt->overridden.color.is_null()) {
  2144. _clear_render_target(rt);
  2145. _update_render_target(rt);
  2146. }
  2147. }
  2148. bool TextureStorage::render_target_get_transparent(RID p_render_target) const {
  2149. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2150. ERR_FAIL_NULL_V(rt, false);
  2151. return rt->is_transparent;
  2152. }
  2153. void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) {
  2154. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2155. ERR_FAIL_NULL(rt);
  2156. if (p_direct_to_screen == rt->direct_to_screen) {
  2157. return;
  2158. }
  2159. // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
  2160. // those functions change how they operate depending on the value of DIRECT_TO_SCREEN
  2161. _clear_render_target(rt);
  2162. rt->direct_to_screen = p_direct_to_screen;
  2163. if (rt->direct_to_screen) {
  2164. rt->overridden.color = RID();
  2165. rt->overridden.depth = RID();
  2166. rt->overridden.velocity = RID();
  2167. }
  2168. _update_render_target(rt);
  2169. }
  2170. bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const {
  2171. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2172. ERR_FAIL_NULL_V(rt, false);
  2173. return rt->direct_to_screen;
  2174. }
  2175. bool TextureStorage::render_target_was_used(RID p_render_target) const {
  2176. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2177. ERR_FAIL_NULL_V(rt, false);
  2178. return rt->used_in_frame;
  2179. }
  2180. void TextureStorage::render_target_clear_used(RID p_render_target) {
  2181. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2182. ERR_FAIL_NULL(rt);
  2183. rt->used_in_frame = false;
  2184. }
  2185. void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
  2186. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2187. ERR_FAIL_NULL(rt);
  2188. ERR_FAIL_COND(rt->direct_to_screen);
  2189. if (p_msaa == rt->msaa) {
  2190. return;
  2191. }
  2192. WARN_PRINT("2D MSAA is not yet supported for GLES3.");
  2193. _clear_render_target(rt);
  2194. rt->msaa = p_msaa;
  2195. _update_render_target(rt);
  2196. }
  2197. RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const {
  2198. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2199. ERR_FAIL_NULL_V(rt, RS::VIEWPORT_MSAA_DISABLED);
  2200. return rt->msaa;
  2201. }
  2202. void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) {
  2203. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2204. ERR_FAIL_NULL(rt);
  2205. ERR_FAIL_COND(rt->direct_to_screen);
  2206. if (p_use_hdr_2d == rt->hdr) {
  2207. return;
  2208. }
  2209. _clear_render_target(rt);
  2210. rt->hdr = p_use_hdr_2d;
  2211. _update_render_target(rt);
  2212. }
  2213. bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const {
  2214. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2215. ERR_FAIL_NULL_V(rt, false);
  2216. return rt->hdr;
  2217. }
  2218. GLuint TextureStorage::render_target_get_color_internal_format(RID p_render_target) const {
  2219. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2220. ERR_FAIL_NULL_V(rt, GL_RGBA8);
  2221. return rt->color_internal_format;
  2222. }
  2223. GLuint TextureStorage::render_target_get_color_format(RID p_render_target) const {
  2224. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2225. ERR_FAIL_NULL_V(rt, GL_RGBA);
  2226. return rt->color_format;
  2227. }
  2228. GLuint TextureStorage::render_target_get_color_type(RID p_render_target) const {
  2229. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2230. ERR_FAIL_NULL_V(rt, GL_UNSIGNED_BYTE);
  2231. return rt->color_type;
  2232. }
  2233. uint32_t TextureStorage::render_target_get_color_format_size(RID p_render_target) const {
  2234. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2235. ERR_FAIL_NULL_V(rt, 4);
  2236. return rt->color_format_size;
  2237. }
  2238. void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
  2239. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2240. ERR_FAIL_NULL(rt);
  2241. rt->clear_requested = true;
  2242. rt->clear_color = p_clear_color;
  2243. }
  2244. bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
  2245. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2246. ERR_FAIL_NULL_V(rt, false);
  2247. return rt->clear_requested;
  2248. }
  2249. Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) {
  2250. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2251. ERR_FAIL_NULL_V(rt, Color());
  2252. return rt->clear_color;
  2253. }
  2254. void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
  2255. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2256. ERR_FAIL_NULL(rt);
  2257. rt->clear_requested = false;
  2258. }
  2259. void TextureStorage::render_target_do_clear_request(RID p_render_target) {
  2260. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2261. ERR_FAIL_NULL(rt);
  2262. if (!rt->clear_requested) {
  2263. return;
  2264. }
  2265. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  2266. glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
  2267. rt->clear_requested = false;
  2268. glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
  2269. }
  2270. GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const {
  2271. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2272. ERR_FAIL_NULL_V(rt, 0);
  2273. return rt->fbo;
  2274. }
  2275. GLuint TextureStorage::render_target_get_color(RID p_render_target) const {
  2276. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2277. ERR_FAIL_NULL_V(rt, 0);
  2278. if (rt->overridden.color.is_valid()) {
  2279. Texture *texture = get_texture(rt->overridden.color);
  2280. ERR_FAIL_NULL_V(texture, 0);
  2281. return texture->tex_id;
  2282. } else {
  2283. return rt->color;
  2284. }
  2285. }
  2286. GLuint TextureStorage::render_target_get_depth(RID p_render_target) const {
  2287. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2288. ERR_FAIL_NULL_V(rt, 0);
  2289. if (rt->overridden.depth.is_valid()) {
  2290. Texture *texture = get_texture(rt->overridden.depth);
  2291. ERR_FAIL_NULL_V(texture, 0);
  2292. return texture->tex_id;
  2293. } else {
  2294. return rt->depth;
  2295. }
  2296. }
  2297. void TextureStorage::render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const {
  2298. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2299. ERR_FAIL_NULL(rt);
  2300. rt->reattach_textures = p_reattach_textures;
  2301. }
  2302. bool TextureStorage::render_target_is_reattach_textures(RID p_render_target) const {
  2303. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2304. ERR_FAIL_NULL_V(rt, false);
  2305. return rt->reattach_textures;
  2306. }
  2307. void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  2308. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2309. ERR_FAIL_NULL(rt);
  2310. if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
  2311. return;
  2312. }
  2313. rt->sdf_oversize = p_size;
  2314. rt->sdf_scale = p_scale;
  2315. _render_target_clear_sdf(rt);
  2316. }
  2317. Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
  2318. Size2i margin;
  2319. int scale;
  2320. switch (rt->sdf_oversize) {
  2321. case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
  2322. scale = 100;
  2323. } break;
  2324. case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
  2325. scale = 120;
  2326. } break;
  2327. case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
  2328. scale = 150;
  2329. } break;
  2330. case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
  2331. scale = 200;
  2332. } break;
  2333. default: {
  2334. ERR_PRINT("Invalid viewport SDF oversize, defaulting to 100%.");
  2335. scale = 100;
  2336. } break;
  2337. }
  2338. margin = (rt->size * scale / 100) - rt->size;
  2339. Rect2i r(Vector2i(), rt->size);
  2340. r.position -= margin;
  2341. r.size += margin * 2;
  2342. return r;
  2343. }
  2344. Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
  2345. const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2346. ERR_FAIL_NULL_V(rt, Rect2i());
  2347. return _render_target_get_sdf_rect(rt);
  2348. }
  2349. void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
  2350. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2351. ERR_FAIL_NULL(rt);
  2352. rt->sdf_enabled = p_enabled;
  2353. }
  2354. bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
  2355. const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2356. ERR_FAIL_NULL_V(rt, false);
  2357. return rt->sdf_enabled;
  2358. }
  2359. GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
  2360. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2361. ERR_FAIL_NULL_V(rt, 0);
  2362. if (rt->sdf_texture_read == 0) {
  2363. Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
  2364. return texture->tex_id;
  2365. }
  2366. return rt->sdf_texture_read;
  2367. }
  2368. void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
  2369. ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
  2370. Size2i size = _render_target_get_sdf_rect(rt).size;
  2371. glGenTextures(1, &rt->sdf_texture_write);
  2372. glActiveTexture(GL_TEXTURE0);
  2373. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
  2374. glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
  2375. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_write, size.width * size.height, "SDF texture");
  2376. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2377. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2378. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  2379. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  2380. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2381. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2382. glGenFramebuffers(1, &rt->sdf_texture_write_fb);
  2383. glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
  2384. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
  2385. int scale;
  2386. switch (rt->sdf_scale) {
  2387. case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
  2388. scale = 100;
  2389. } break;
  2390. case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
  2391. scale = 50;
  2392. } break;
  2393. case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
  2394. scale = 25;
  2395. } break;
  2396. default: {
  2397. ERR_PRINT("Invalid viewport SDF scale, defaulting to 100%.");
  2398. scale = 100;
  2399. } break;
  2400. }
  2401. rt->process_size = size * scale / 100;
  2402. rt->process_size = rt->process_size.maxi(1);
  2403. glGenTextures(2, rt->sdf_texture_process);
  2404. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
  2405. glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
  2406. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2407. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2408. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  2409. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  2410. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2411. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2412. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[0], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[0]");
  2413. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
  2414. glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
  2415. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2416. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2417. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  2418. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  2419. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2420. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2421. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[1], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[1]");
  2422. glGenTextures(1, &rt->sdf_texture_read);
  2423. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
  2424. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  2425. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  2426. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2427. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  2428. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  2429. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2430. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2431. GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_read, rt->process_size.width * rt->process_size.height * 4, "SDF texture (read)");
  2432. }
  2433. void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
  2434. if (rt->sdf_texture_write_fb != 0) {
  2435. GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_read);
  2436. GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_write);
  2437. GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[0]);
  2438. GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[1]);
  2439. glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
  2440. rt->sdf_texture_read = 0;
  2441. rt->sdf_texture_write = 0;
  2442. rt->sdf_texture_process[0] = 0;
  2443. rt->sdf_texture_process[1] = 0;
  2444. rt->sdf_texture_write_fb = 0;
  2445. }
  2446. }
  2447. GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
  2448. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2449. ERR_FAIL_NULL_V(rt, 0);
  2450. if (rt->sdf_texture_write_fb == 0) {
  2451. _render_target_allocate_sdf(rt);
  2452. }
  2453. return rt->sdf_texture_write_fb;
  2454. }
  2455. void TextureStorage::render_target_sdf_process(RID p_render_target) {
  2456. CopyEffects *copy_effects = CopyEffects::get_singleton();
  2457. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2458. ERR_FAIL_NULL(rt);
  2459. ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
  2460. Rect2i r = _render_target_get_sdf_rect(rt);
  2461. Size2i size = r.size;
  2462. int32_t shift = 0;
  2463. bool shrink = false;
  2464. switch (rt->sdf_scale) {
  2465. case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
  2466. size[0] >>= 1;
  2467. size[1] >>= 1;
  2468. shift = 1;
  2469. shrink = true;
  2470. } break;
  2471. case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
  2472. size[0] >>= 2;
  2473. size[1] >>= 2;
  2474. shift = 2;
  2475. shrink = true;
  2476. } break;
  2477. default: {
  2478. };
  2479. }
  2480. GLuint temp_fb;
  2481. glGenFramebuffers(1, &temp_fb);
  2482. glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
  2483. // Load
  2484. CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
  2485. bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
  2486. if (!success) {
  2487. return;
  2488. }
  2489. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
  2490. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
  2491. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
  2492. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
  2493. glActiveTexture(GL_TEXTURE0);
  2494. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
  2495. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
  2496. glViewport(0, 0, size.width, size.height);
  2497. glEnable(GL_SCISSOR_TEST);
  2498. glScissor(0, 0, size.width, size.height);
  2499. copy_effects->draw_screen_triangle();
  2500. // Process
  2501. int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
  2502. variant = CanvasSdfShaderGLES3::MODE_PROCESS;
  2503. success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
  2504. if (!success) {
  2505. return;
  2506. }
  2507. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
  2508. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
  2509. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
  2510. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
  2511. bool swap = false;
  2512. //jumpflood
  2513. while (stride > 0) {
  2514. glBindTexture(GL_TEXTURE_2D, 0);
  2515. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
  2516. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
  2517. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
  2518. copy_effects->draw_screen_triangle();
  2519. stride /= 2;
  2520. swap = !swap;
  2521. }
  2522. // Store
  2523. variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
  2524. success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
  2525. if (!success) {
  2526. return;
  2527. }
  2528. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
  2529. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
  2530. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
  2531. sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
  2532. glBindTexture(GL_TEXTURE_2D, 0);
  2533. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
  2534. glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
  2535. copy_effects->draw_screen_triangle();
  2536. glBindTexture(GL_TEXTURE_2D, 0);
  2537. glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
  2538. glDeleteFramebuffers(1, &temp_fb);
  2539. glDisable(GL_SCISSOR_TEST);
  2540. }
  2541. void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
  2542. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2543. ERR_FAIL_NULL(rt);
  2544. ERR_FAIL_COND(rt->direct_to_screen);
  2545. if (rt->backbuffer_fbo == 0) {
  2546. _create_render_target_backbuffer(rt);
  2547. }
  2548. Rect2i region;
  2549. if (p_region == Rect2i()) {
  2550. region.size = rt->size;
  2551. } else {
  2552. region = Rect2i(Size2i(), rt->size).intersection(p_region);
  2553. if (region.size == Size2i()) {
  2554. return; //nothing to do
  2555. }
  2556. }
  2557. glDisable(GL_BLEND);
  2558. // Single texture copy for backbuffer.
  2559. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  2560. glActiveTexture(GL_TEXTURE0);
  2561. glBindTexture(GL_TEXTURE_2D, rt->color);
  2562. Rect2 normalized_region = region;
  2563. normalized_region.position = normalized_region.position / Size2(rt->size);
  2564. normalized_region.size = normalized_region.size / Size2(rt->size);
  2565. GLES3::CopyEffects::get_singleton()->copy_to_and_from_rect(normalized_region);
  2566. if (p_gen_mipmaps) {
  2567. GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
  2568. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  2569. }
  2570. glEnable(GL_BLEND); // 2D starts with blend enabled.
  2571. }
  2572. void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
  2573. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2574. ERR_FAIL_NULL(rt);
  2575. ERR_FAIL_COND(rt->direct_to_screen);
  2576. if (rt->backbuffer_fbo == 0) {
  2577. _create_render_target_backbuffer(rt);
  2578. }
  2579. Rect2i region;
  2580. if (p_region == Rect2i()) {
  2581. // Just do a full screen clear;
  2582. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  2583. glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
  2584. glClear(GL_COLOR_BUFFER_BIT);
  2585. } else {
  2586. region = Rect2i(Size2i(), rt->size).intersection(p_region);
  2587. if (region.size == Size2i()) {
  2588. return; //nothing to do
  2589. }
  2590. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  2591. GLES3::CopyEffects::get_singleton()->set_color(p_color, region);
  2592. }
  2593. }
  2594. void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
  2595. RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
  2596. ERR_FAIL_NULL(rt);
  2597. if (rt->backbuffer_fbo == 0) {
  2598. _create_render_target_backbuffer(rt);
  2599. }
  2600. Rect2i region;
  2601. if (p_region == Rect2i()) {
  2602. region.size = rt->size;
  2603. } else {
  2604. region = Rect2i(Size2i(), rt->size).intersection(p_region);
  2605. if (region.size == Size2i()) {
  2606. return; //nothing to do
  2607. }
  2608. }
  2609. glDisable(GL_BLEND);
  2610. GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
  2611. glEnable(GL_BLEND); // 2D starts with blend enabled.
  2612. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
  2613. }
  2614. #endif // GLES3_ENABLED