rasterizer_gles3.cpp 18 KB

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  1. /**************************************************************************/
  2. /* rasterizer_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rasterizer_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. RasterizerStorage *RasterizerGLES3::get_storage() {
  34. return storage;
  35. }
  36. RasterizerCanvas *RasterizerGLES3::get_canvas() {
  37. return canvas;
  38. }
  39. RasterizerScene *RasterizerGLES3::get_scene() {
  40. return scene;
  41. }
  42. #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
  43. #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
  44. #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
  45. #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
  46. #define _EXT_DEBUG_SOURCE_API_ARB 0x8246
  47. #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
  48. #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
  49. #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
  50. #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
  51. #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
  52. #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
  53. #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
  54. #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
  55. #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
  56. #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
  57. #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
  58. #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
  59. #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
  60. #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
  61. #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
  62. #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
  63. #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
  64. #define _EXT_DEBUG_OUTPUT 0x92E0
  65. #if defined(MINGW_ENABLED) || defined(_MSC_VER)
  66. #define strcpy strcpy_s
  67. #endif
  68. #ifdef GLAD_ENABLED
  69. // Restricting to GLAD as only used in initialize() with GLAD_GL_ARB_debug_output
  70. static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
  71. if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
  72. return;
  73. }
  74. if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  75. return; //these are ultimately annoying, so removing for now
  76. }
  77. char debSource[256], debType[256], debSev[256];
  78. if (source == _EXT_DEBUG_SOURCE_API_ARB) {
  79. strcpy(debSource, "OpenGL");
  80. } else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
  81. strcpy(debSource, "Windows");
  82. } else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
  83. strcpy(debSource, "Shader Compiler");
  84. } else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
  85. strcpy(debSource, "Third Party");
  86. } else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
  87. strcpy(debSource, "Application");
  88. } else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
  89. strcpy(debSource, "Other");
  90. }
  91. if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
  92. strcpy(debType, "Error");
  93. } else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
  94. strcpy(debType, "Deprecated behavior");
  95. } else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
  96. strcpy(debType, "Undefined behavior");
  97. } else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
  98. strcpy(debType, "Portability");
  99. } else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  100. strcpy(debType, "Performance");
  101. }
  102. if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
  103. strcpy(debSev, "High");
  104. } else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
  105. strcpy(debSev, "Medium");
  106. } else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
  107. strcpy(debSev, "Low");
  108. }
  109. String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
  110. ERR_PRINT(output);
  111. }
  112. #endif // GLAD_ENABLED
  113. typedef void (*DEBUGPROCARB)(GLenum source,
  114. GLenum type,
  115. GLuint id,
  116. GLenum severity,
  117. GLsizei length,
  118. const char *message,
  119. const void *userParam);
  120. typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
  121. Error RasterizerGLES3::is_viable() {
  122. #ifdef GLAD_ENABLED
  123. if (!gladLoadGL()) {
  124. ERR_PRINT("Error initializing GLAD");
  125. return ERR_UNAVAILABLE;
  126. }
  127. // GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
  128. #ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
  129. if (GLVersion.major < 3 || (GLVersion.major == 3 && GLVersion.minor < 3)) {
  130. #else // OpenGL ES 3.0
  131. if (GLVersion.major < 3) {
  132. #endif
  133. return ERR_UNAVAILABLE;
  134. }
  135. #endif // GLAD_ENABLED
  136. return OK;
  137. }
  138. void RasterizerGLES3::initialize() {
  139. print_verbose("Using GLES3 video driver");
  140. #ifdef GLAD_ENABLED
  141. if (OS::get_singleton()->is_stdout_verbose()) {
  142. if (GLAD_GL_ARB_debug_output) {
  143. glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  144. glDebugMessageCallbackARB(_gl_debug_print, nullptr);
  145. glEnable(_EXT_DEBUG_OUTPUT);
  146. } else {
  147. print_line("OpenGL debugging not supported!");
  148. }
  149. }
  150. #endif // GLAD_ENABLED
  151. /* // For debugging
  152. if (GLAD_GL_ARB_debug_output) {
  153. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  154. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  155. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  156. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  157. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  158. glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
  159. glDebugMessageInsertARB(
  160. GL_DEBUG_SOURCE_API_ARB,
  161. GL_DEBUG_TYPE_OTHER_ARB, 1,
  162. GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
  163. }
  164. */
  165. print_line("OpenGL ES 3.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name());
  166. storage->initialize();
  167. canvas->initialize();
  168. scene->initialize();
  169. }
  170. void RasterizerGLES3::begin_frame(double frame_step) {
  171. time_total += frame_step * time_scale;
  172. if (frame_step == 0) {
  173. //to avoid hiccups
  174. frame_step = 0.001;
  175. }
  176. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  177. time_total = Math::fmod(time_total, time_roll_over);
  178. storage->frame.time[0] = time_total;
  179. storage->frame.time[1] = Math::fmod(time_total, 3600);
  180. storage->frame.time[2] = Math::fmod(time_total, 900);
  181. storage->frame.time[3] = Math::fmod(time_total, 60);
  182. storage->frame.count++;
  183. storage->frame.delta = frame_step;
  184. storage->update_dirty_resources();
  185. storage->info.render_final = storage->info.render;
  186. storage->info.render.reset();
  187. storage->info.render.shader_compiles_in_progress_count = ShaderGLES3::active_compiles_count;
  188. ShaderGLES3::current_frame = storage->frame.count;
  189. scene->iteration();
  190. }
  191. void RasterizerGLES3::set_current_render_target(RID p_render_target) {
  192. if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
  193. //handle pending clear request, if the framebuffer was not cleared
  194. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  195. glClearColor(
  196. storage->frame.clear_request_color.r,
  197. storage->frame.clear_request_color.g,
  198. storage->frame.clear_request_color.b,
  199. storage->frame.clear_request_color.a);
  200. glClear(GL_COLOR_BUFFER_BIT);
  201. }
  202. if (p_render_target.is_valid()) {
  203. RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
  204. storage->frame.current_rt = rt;
  205. ERR_FAIL_COND(!rt);
  206. storage->frame.clear_request = false;
  207. glViewport(0, 0, rt->width, rt->height);
  208. } else {
  209. storage->frame.current_rt = nullptr;
  210. storage->frame.clear_request = false;
  211. glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
  212. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  213. }
  214. // Unbind texture slots.
  215. storage->gl_wrapper.reset();
  216. }
  217. void RasterizerGLES3::restore_render_target(bool p_3d_was_drawn) {
  218. ERR_FAIL_COND(storage->frame.current_rt == nullptr);
  219. RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt;
  220. if (p_3d_was_drawn && rt->external.fbo != 0) {
  221. // our external render buffer is now leading, render 2d into that.
  222. glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
  223. } else {
  224. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  225. }
  226. glViewport(0, 0, rt->width, rt->height);
  227. }
  228. void RasterizerGLES3::clear_render_target(const Color &p_color) {
  229. ERR_FAIL_COND(!storage->frame.current_rt);
  230. storage->frame.clear_request = true;
  231. storage->frame.clear_request_color = p_color;
  232. }
  233. void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  234. if (p_image.is_null() || p_image->empty()) {
  235. return;
  236. }
  237. begin_frame(0.0);
  238. int window_w = OS::get_singleton()->get_video_mode(0).width;
  239. int window_h = OS::get_singleton()->get_video_mode(0).height;
  240. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  241. glViewport(0, 0, window_w, window_h);
  242. glDisable(GL_BLEND);
  243. glDepthMask(GL_FALSE);
  244. if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
  245. glClearColor(0.0, 0.0, 0.0, 0.0);
  246. } else {
  247. glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
  248. }
  249. glClear(GL_COLOR_BUFFER_BIT);
  250. canvas->canvas_begin();
  251. RID texture = RID_PRIME(storage->texture_create());
  252. storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? (uint32_t)VS::TEXTURE_FLAG_FILTER : 0);
  253. storage->texture_set_data(texture, p_image);
  254. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  255. Rect2 screenrect;
  256. if (p_scale) {
  257. if (window_w > window_h) {
  258. //scale horizontally
  259. screenrect.size.y = window_h;
  260. screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
  261. screenrect.position.x = (window_w - screenrect.size.x) / 2;
  262. } else {
  263. //scale vertically
  264. screenrect.size.x = window_w;
  265. screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
  266. screenrect.position.y = (window_h - screenrect.size.y) / 2;
  267. }
  268. } else {
  269. screenrect = imgrect;
  270. screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
  271. }
  272. RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
  273. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  274. glBindTexture(GL_TEXTURE_2D, t->tex_id);
  275. canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
  276. glBindTexture(GL_TEXTURE_2D, 0);
  277. canvas->canvas_end();
  278. storage->free(texture); // free since it's only one frame that stays there
  279. end_frame(true);
  280. }
  281. void RasterizerGLES3::set_shader_time_scale(float p_scale) {
  282. time_scale = p_scale;
  283. }
  284. void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) {
  285. ERR_FAIL_COND(storage->frame.current_rt);
  286. RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
  287. ERR_FAIL_COND(!rt);
  288. if (rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]) {
  289. // We need to add an sRGB conversion here as we kept our buffer linear (+ a little tone mapping).
  290. canvas->_set_texture_rect_mode(true);
  291. canvas->state.canvas_shader.set_custom_shader(0);
  292. canvas->state.canvas_shader.set_conditional(CanvasShaderGLES3::LINEAR_TO_SRGB, true);
  293. canvas->state.canvas_shader.bind();
  294. canvas->canvas_begin();
  295. glDisable(GL_BLEND);
  296. // render to our framebuffer
  297. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  298. // output our texture
  299. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  300. if (rt->external.fbo != 0) {
  301. glBindTexture(GL_TEXTURE_2D, rt->external.color);
  302. } else {
  303. glBindTexture(GL_TEXTURE_2D, rt->color);
  304. }
  305. canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
  306. glBindTexture(GL_TEXTURE_2D, 0);
  307. canvas->canvas_end();
  308. canvas->state.canvas_shader.set_conditional(CanvasShaderGLES3::LINEAR_TO_SRGB, false);
  309. } else {
  310. // No conversion needed, take the faster approach
  311. Size2 win_size = OS::get_singleton()->get_window_size();
  312. if (rt->external.fbo != 0) {
  313. glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
  314. } else {
  315. glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
  316. }
  317. glReadBuffer(GL_COLOR_ATTACHMENT0);
  318. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  319. glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  320. }
  321. }
  322. void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  323. ERR_FAIL_COND(storage->frame.current_rt);
  324. RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
  325. ERR_FAIL_COND(!rt);
  326. glDisable(GL_BLEND);
  327. // render to our framebuffer
  328. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  329. // output our texture
  330. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  331. glBindTexture(GL_TEXTURE_2D, rt->color);
  332. canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
  333. glBindTexture(GL_TEXTURE_2D, 0);
  334. }
  335. void RasterizerGLES3::end_frame(bool p_swap_buffers) {
  336. if (OS::get_singleton()->is_layered_allowed()) {
  337. if (!OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
  338. //clear alpha
  339. glColorMask(false, false, false, true);
  340. glClearColor(0, 0, 0, 1);
  341. glClear(GL_COLOR_BUFFER_BIT);
  342. glColorMask(true, true, true, true);
  343. }
  344. }
  345. ShaderGLES3::advance_async_shaders_compilation();
  346. if (p_swap_buffers) {
  347. OS::get_singleton()->swap_buffers();
  348. } else {
  349. glFinish();
  350. }
  351. }
  352. void RasterizerGLES3::finalize() {
  353. storage->finalize();
  354. canvas->finalize();
  355. }
  356. Rasterizer *RasterizerGLES3::_create_current() {
  357. return memnew(RasterizerGLES3);
  358. }
  359. void RasterizerGLES3::make_current() {
  360. _create_func = _create_current;
  361. }
  362. void RasterizerGLES3::register_config() {
  363. }
  364. bool RasterizerGLES3::gl_check_errors() {
  365. bool error_found = false;
  366. GLenum error = glGetError();
  367. while (error != GL_NO_ERROR) {
  368. switch (error) {
  369. #ifdef DEBUG_ENABLED
  370. case GL_INVALID_ENUM: {
  371. WARN_PRINT("GL_INVALID_ENUM: An unacceptable value is specified for an enumerated argument.");
  372. } break;
  373. case GL_INVALID_VALUE: {
  374. WARN_PRINT("GL_INVALID_VALUE: A numeric argument is out of range.");
  375. } break;
  376. case GL_INVALID_OPERATION: {
  377. WARN_PRINT("GL_INVALID_OPERATION: The specified operation is not allowed in the current state.");
  378. } break;
  379. case GL_INVALID_FRAMEBUFFER_OPERATION: {
  380. WARN_PRINT("GL_INVALID_FRAMEBUFFER_OPERATION: The framebuffer object is not complete.");
  381. } break;
  382. #endif // DEBUG_ENABLED
  383. case GL_OUT_OF_MEMORY: {
  384. ERR_PRINT("GL_OUT_OF_MEMORY: There is not enough memory left to execute the command. The state of the GL is undefined.");
  385. } break;
  386. // GL_STACK_UNDERFLOW and GL_STACK_OVERFLOW are undefined in GLES2/gl2.h, which is used when not using GLAD.
  387. //case GL_STACK_UNDERFLOW: {
  388. // ERR_PRINT("GL_STACK_UNDERFLOW: An attempt has been made to perform an operation that would cause an internal stack to underflow.");
  389. //} break;
  390. //case GL_STACK_OVERFLOW: {
  391. // ERR_PRINT("GL_STACK_OVERFLOW: An attempt has been made to perform an operation that would cause an internal stack to overflow.");
  392. //} break;
  393. default: {
  394. #ifdef DEBUG_ENABLED
  395. ERR_PRINT("Unrecognized GLError");
  396. #endif // DEBUG_ENABLED
  397. } break;
  398. }
  399. error_found = true;
  400. error = glGetError();
  401. }
  402. return error_found;
  403. }
  404. RasterizerGLES3::RasterizerGLES3() {
  405. storage = memnew(RasterizerStorageGLES3);
  406. canvas = memnew(RasterizerCanvasGLES3);
  407. scene = memnew(RasterizerSceneGLES3);
  408. canvas->storage = storage;
  409. canvas->scene_render = scene;
  410. storage->canvas = canvas;
  411. scene->storage = storage;
  412. storage->scene = scene;
  413. time_total = 0;
  414. time_scale = 1;
  415. ShaderGLES3::compiles_started_this_frame = &storage->info.render.shader_compiles_started_count;
  416. ShaderGLES3::max_frame_compiles_in_progress = &storage->info.render.shader_compiles_in_progress_count;
  417. }
  418. RasterizerGLES3::~RasterizerGLES3() {
  419. memdelete(scene);
  420. memdelete(canvas);
  421. // storage must be deleted last,
  422. // because it contains RID_owners that are used by scene and canvas destructors
  423. memdelete(storage);
  424. }