rasterizer_gles3.cpp 16 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 "storage/utilities.h"
  32. #ifdef GLES3_ENABLED
  33. #include "core/config/project_settings.h"
  34. #include "core/io/dir_access.h"
  35. #include "core/os/os.h"
  36. #include "storage/texture_storage.h"
  37. #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
  38. #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
  39. #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
  40. #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
  41. #define _EXT_DEBUG_SOURCE_API_ARB 0x8246
  42. #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
  43. #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
  44. #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
  45. #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
  46. #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
  47. #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
  48. #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
  49. #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
  50. #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
  51. #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
  52. #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
  53. #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
  54. #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
  55. #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
  56. #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
  57. #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
  58. #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
  59. #define _EXT_DEBUG_OUTPUT 0x92E0
  60. #ifndef GLAPIENTRY
  61. #if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
  62. #define GLAPIENTRY APIENTRY
  63. #else
  64. #define GLAPIENTRY
  65. #endif
  66. #endif
  67. #if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
  68. // We include EGL below to get debug callback on GLES2 platforms,
  69. // but EGL is not available on iOS.
  70. #define CAN_DEBUG
  71. #endif
  72. #if !defined(GLES_OVER_GL) && defined(CAN_DEBUG)
  73. #include <GLES3/gl3.h>
  74. #include <GLES3/gl3ext.h>
  75. #include <GLES3/gl3platform.h>
  76. #include <EGL/egl.h>
  77. #include <EGL/eglext.h>
  78. #endif
  79. #if defined(MINGW_ENABLED) || defined(_MSC_VER)
  80. #define strcpy strcpy_s
  81. #endif
  82. void RasterizerGLES3::begin_frame(double frame_step) {
  83. frame++;
  84. delta = frame_step;
  85. time_total += frame_step;
  86. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  87. time_total = Math::fmod(time_total, time_roll_over);
  88. canvas->set_time(time_total);
  89. scene->set_time(time_total, frame_step);
  90. GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
  91. utils->_capture_timestamps_begin();
  92. //scene->iteration();
  93. }
  94. void RasterizerGLES3::end_frame(bool p_swap_buffers) {
  95. if (p_swap_buffers) {
  96. DisplayServer::get_singleton()->swap_buffers();
  97. } else {
  98. glFinish();
  99. }
  100. }
  101. #ifdef CAN_DEBUG
  102. static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
  103. if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
  104. return;
  105. }
  106. if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  107. return; //these are ultimately annoying, so removing for now
  108. }
  109. char debSource[256], debType[256], debSev[256];
  110. if (source == _EXT_DEBUG_SOURCE_API_ARB) {
  111. strcpy(debSource, "OpenGL");
  112. } else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
  113. strcpy(debSource, "Windows");
  114. } else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
  115. strcpy(debSource, "Shader Compiler");
  116. } else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
  117. strcpy(debSource, "Third Party");
  118. } else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
  119. strcpy(debSource, "Application");
  120. } else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
  121. strcpy(debSource, "Other");
  122. }
  123. if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
  124. strcpy(debType, "Error");
  125. } else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
  126. strcpy(debType, "Deprecated behavior");
  127. } else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
  128. strcpy(debType, "Undefined behavior");
  129. } else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
  130. strcpy(debType, "Portability");
  131. } else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  132. strcpy(debType, "Performance");
  133. } else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
  134. strcpy(debType, "Other");
  135. }
  136. if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
  137. strcpy(debSev, "High");
  138. } else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
  139. strcpy(debSev, "Medium");
  140. } else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
  141. strcpy(debSev, "Low");
  142. }
  143. String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
  144. ERR_PRINT(output);
  145. }
  146. #endif
  147. typedef void (*DEBUGPROCARB)(GLenum source,
  148. GLenum type,
  149. GLuint id,
  150. GLenum severity,
  151. GLsizei length,
  152. const char *message,
  153. const void *userParam);
  154. typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
  155. void RasterizerGLES3::initialize() {
  156. print_line(vformat("OpenGL API %s - Compatibility - Using Device: %s - %s", RS::get_singleton()->get_video_adapter_api_version(), RS::get_singleton()->get_video_adapter_vendor(), RS::get_singleton()->get_video_adapter_name()));
  157. }
  158. void RasterizerGLES3::finalize() {
  159. memdelete(scene);
  160. memdelete(canvas);
  161. memdelete(gi);
  162. memdelete(fog);
  163. memdelete(copy_effects);
  164. memdelete(light_storage);
  165. memdelete(particles_storage);
  166. memdelete(mesh_storage);
  167. memdelete(material_storage);
  168. memdelete(texture_storage);
  169. memdelete(utilities);
  170. memdelete(config);
  171. }
  172. RasterizerGLES3 *RasterizerGLES3::singleton = nullptr;
  173. RasterizerGLES3::RasterizerGLES3() {
  174. singleton = this;
  175. #ifdef GLAD_ENABLED
  176. if (!gladLoaderLoadGL()) {
  177. ERR_PRINT("Error initializing GLAD");
  178. // FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
  179. // the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
  180. // or we need to actually test for this situation before constructing this.
  181. return;
  182. }
  183. #endif
  184. #ifdef GLAD_ENABLED
  185. if (OS::get_singleton()->is_stdout_verbose()) {
  186. if (GLAD_GL_ARB_debug_output) {
  187. glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  188. glDebugMessageCallbackARB(_gl_debug_print, nullptr);
  189. glEnable(_EXT_DEBUG_OUTPUT);
  190. } else {
  191. print_line("OpenGL debugging not supported!");
  192. }
  193. }
  194. #endif // GLAD_ENABLED
  195. // For debugging
  196. #ifdef CAN_DEBUG
  197. #ifdef GLES_OVER_GL
  198. if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
  199. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  200. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  201. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  202. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  203. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  204. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  205. // glDebugMessageInsertARB(
  206. // GL_DEBUG_SOURCE_API_ARB,
  207. // GL_DEBUG_TYPE_OTHER_ARB, 1,
  208. // GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
  209. }
  210. #else
  211. if (OS::get_singleton()->is_stdout_verbose()) {
  212. DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
  213. if (!callback) {
  214. callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
  215. }
  216. if (callback) {
  217. print_line("godot: ENABLING GL DEBUG");
  218. glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  219. callback(_gl_debug_print, NULL);
  220. glEnable(_EXT_DEBUG_OUTPUT);
  221. }
  222. }
  223. #endif // GLES_OVER_GL
  224. #endif // CAN_DEBUG
  225. {
  226. String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
  227. if (shader_cache_dir.is_empty()) {
  228. shader_cache_dir = "user://";
  229. }
  230. Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
  231. if (da.is_null()) {
  232. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  233. } else {
  234. Error err = da->change_dir("shader_cache");
  235. if (err != OK) {
  236. err = da->make_dir("shader_cache");
  237. }
  238. if (err != OK) {
  239. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  240. } else {
  241. shader_cache_dir = shader_cache_dir.path_join("shader_cache");
  242. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  243. if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
  244. shader_cache_dir = String(); //disable only if not editor
  245. }
  246. if (!shader_cache_dir.is_empty()) {
  247. ShaderGLES3::set_shader_cache_dir(shader_cache_dir);
  248. }
  249. }
  250. }
  251. }
  252. // OpenGL needs to be initialized before initializing the Rasterizers
  253. config = memnew(GLES3::Config);
  254. utilities = memnew(GLES3::Utilities);
  255. texture_storage = memnew(GLES3::TextureStorage);
  256. material_storage = memnew(GLES3::MaterialStorage);
  257. mesh_storage = memnew(GLES3::MeshStorage);
  258. particles_storage = memnew(GLES3::ParticlesStorage);
  259. light_storage = memnew(GLES3::LightStorage);
  260. copy_effects = memnew(GLES3::CopyEffects);
  261. gi = memnew(GLES3::GI);
  262. fog = memnew(GLES3::Fog);
  263. canvas = memnew(RasterizerCanvasGLES3());
  264. scene = memnew(RasterizerSceneGLES3());
  265. }
  266. RasterizerGLES3::~RasterizerGLES3() {
  267. }
  268. void RasterizerGLES3::prepare_for_blitting_render_targets() {
  269. // This is a hack, but this function is called one time after all viewports have been updated.
  270. // So it marks the end of the frame for all viewports
  271. // In the OpenGL renderer we have to call end_frame for each viewport so we can swap the
  272. // buffers for each window before proceeding to the next.
  273. // This allows us to only increment the frame after all viewports are done.
  274. GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
  275. utils->capture_timestamps_end();
  276. }
  277. void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first) {
  278. GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
  279. ERR_FAIL_COND(!rt);
  280. // We normally render to the render target upside down, so flip Y when blitting to the screen.
  281. bool flip_y = true;
  282. if (rt->overridden.color.is_valid()) {
  283. // If we've overridden the render target's color texture, that means we
  284. // didn't render upside down, so we don't need to flip it.
  285. // We're probably rendering directly to an XR device.
  286. flip_y = false;
  287. }
  288. GLuint read_fbo = 0;
  289. glGenFramebuffers(1, &read_fbo);
  290. glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
  291. if (rt->view_count > 1) {
  292. glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, p_layer);
  293. } else {
  294. glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  295. }
  296. glReadBuffer(GL_COLOR_ATTACHMENT0);
  297. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
  298. if (p_first) {
  299. Size2i win_size = DisplayServer::get_singleton()->window_get_size();
  300. if (p_screen_rect.position != Vector2() || p_screen_rect.size != rt->size) {
  301. // Viewport doesn't cover entire window so clear window to black before blitting.
  302. glViewport(0, 0, win_size.width, win_size.height);
  303. glClearColor(0.0, 0.0, 0.0, 1.0);
  304. glClear(GL_COLOR_BUFFER_BIT);
  305. }
  306. }
  307. Vector2i screen_rect_end = p_screen_rect.get_end();
  308. glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
  309. p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
  310. GL_COLOR_BUFFER_BIT, GL_NEAREST);
  311. if (read_fbo != 0) {
  312. glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  313. glDeleteFramebuffers(1, &read_fbo);
  314. }
  315. }
  316. // is this p_screen useless in a multi window environment?
  317. void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  318. for (int i = 0; i < p_amount; i++) {
  319. const BlitToScreen &blit = p_render_targets[i];
  320. RID rid_rt = blit.render_target;
  321. Rect2 dst_rect = blit.dst_rect;
  322. _blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0, i == 0);
  323. }
  324. }
  325. void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  326. if (p_image.is_null() || p_image->is_empty()) {
  327. return;
  328. }
  329. Size2i win_size = DisplayServer::get_singleton()->window_get_size();
  330. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  331. glViewport(0, 0, win_size.width, win_size.height);
  332. glEnable(GL_BLEND);
  333. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  334. glDepthMask(GL_FALSE);
  335. glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
  336. glClear(GL_COLOR_BUFFER_BIT);
  337. RID texture = texture_storage->texture_allocate();
  338. texture_storage->texture_2d_initialize(texture, p_image);
  339. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  340. Rect2 screenrect;
  341. if (p_scale) {
  342. if (win_size.width > win_size.height) {
  343. //scale horizontally
  344. screenrect.size.y = win_size.height;
  345. screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;
  346. screenrect.position.x = (win_size.width - screenrect.size.x) / 2;
  347. } else {
  348. //scale vertically
  349. screenrect.size.x = win_size.width;
  350. screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;
  351. screenrect.position.y = (win_size.height - screenrect.size.y) / 2;
  352. }
  353. } else {
  354. screenrect = imgrect;
  355. screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
  356. }
  357. // Flip Y.
  358. screenrect.position.y = win_size.y - screenrect.position.y;
  359. screenrect.size.y = -screenrect.size.y;
  360. // Normalize texture coordinates to window size.
  361. screenrect.position /= win_size;
  362. screenrect.size /= win_size;
  363. GLES3::Texture *t = texture_storage->get_texture(texture);
  364. t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
  365. glActiveTexture(GL_TEXTURE0);
  366. glBindTexture(GL_TEXTURE_2D, t->tex_id);
  367. copy_effects->copy_to_rect(screenrect);
  368. glBindTexture(GL_TEXTURE_2D, 0);
  369. end_frame(true);
  370. texture_storage->texture_free(texture);
  371. }
  372. #endif // GLES3_ENABLED