godot/drivers/gles3/rasterizer_storage_gles3.h
Hugo Locurcio aea104deb7
Remove unused shadow_color property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00

1434 lines
51 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_STORAGE_OPENGL_H
#define RASTERIZER_STORAGE_OPENGL_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "shaders/copy.glsl.gen.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RendererStorage {
friend class RasterizerGLES3;
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
static GLuint system_fbo;
struct Config {
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
Set<String> extensions;
bool float_texture_supported;
bool s3tc_supported;
bool latc_supported;
bool rgtc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool srgb_decode_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
bool support_depth_texture;
bool support_depth_cubemaps;
bool support_shadow_cubemaps;
bool render_to_mipmap_supported;
GLuint depth_internalformat;
GLuint depth_type;
GLuint depth_buffer_internalformat;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan;
} config;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
GLuint aniso_tex;
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;
GLuint radical_inverse_vdc_cache_tex;
bool use_rgba_2d_shadows;
GLuint quadie;
size_t skeleton_transform_buffer_size;
GLuint skeleton_transform_buffer;
LocalVector<float> skeleton_transform_cpu_buffer;
} resources;
mutable struct Shaders {
ShaderCompiler compiler;
CopyShaderGLES3 copy;
RID copy_version;
//CubemapFilterShaderGLES3 cubemap_filter;
ShaderCompiler::IdentifierActions actions_canvas;
ShaderCompiler::IdentifierActions actions_scene;
ShaderCompiler::IdentifierActions actions_particles;
} shaders;
struct Info {
uint64_t texture_mem = 0;
uint64_t vertex_mem = 0;
struct Render {
uint32_t object_count;
uint32_t draw_call_count;
uint32_t material_switch_count;
uint32_t surface_switch_count;
uint32_t shader_rebind_count;
uint32_t vertices_count;
uint32_t _2d_item_count;
uint32_t _2d_draw_call_count;
void reset() {
object_count = 0;
draw_call_count = 0;
material_switch_count = 0;
surface_switch_count = 0;
shader_rebind_count = 0;
vertices_count = 0;
_2d_item_count = 0;
_2d_draw_call_count = 0;
}
} render, render_final, snap;
Info() {
render.reset();
render_final.reset();
}
} info;
void bind_quad_array() const;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
bool can_create_resources_async() const override;
// TEXTURE API
enum OpenGLTextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
/* CANVAS TEXTURE API (2D) */
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
RID_Owner<CanvasTexture, true> canvas_texture_owner;
struct RenderTarget;
struct Texture {
RID self;
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height;
Image::Format format;
RenderingDevice::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
bool compressed;
bool srgb;
int mipmaps;
bool resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image>> images;
bool redraw_if_visible;
RS::TextureDetectCallback detect_3d;
void *detect_3d_ud;
RS::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
RS::TextureDetectCallback detect_normal;
void *detect_normal_ud;
CanvasTexture *canvas_texture = nullptr;
// some silly opengl shenanigans where
// texture coords start from bottom left, means we need to draw render target textures upside down
// to be compatible with vulkan etc.
bool is_upside_down() const {
if (proxy) {
return proxy->is_upside_down();
}
return render_target != nullptr;
}
Texture() {
create();
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
destroy();
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
}
void copy_from(const Texture &o) {
proxy = o.proxy;
flags = o.flags;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
target = o.target;
data_size = o.data_size;
total_data_size = o.total_data_size;
ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
active = o.active;
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
redraw_if_visible = o.redraw_if_visible;
detect_3d = o.detect_3d;
detect_3d_ud = o.detect_3d_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
detect_normal = o.detect_normal;
detect_normal_ud = o.detect_normal_ud;
images.clear();
}
void create() {
proxy = nullptr;
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
type = RenderingDevice::TEXTURE_TYPE_2D;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
compressed = false;
mipmaps = 0;
resize_to_po2 = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
render_target = nullptr;
redraw_if_visible = false;
detect_3d = nullptr;
detect_3d_ud = nullptr;
detect_srgb = nullptr;
detect_srgb_ud = nullptr;
detect_normal = nullptr;
detect_normal_ud = nullptr;
}
void destroy() {
images.clear();
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = nullptr;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
// texture state
void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
state_filter = p_filter;
GLint pmin = GL_LINEAR; // param min
GLint pmag = GL_LINEAR; // param mag
switch (state_filter) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
pmin = GL_LINEAR_MIPMAP_LINEAR;
pmag = GL_LINEAR;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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;
void _texture_set_state_from_flags(Texture *p_tex);
// new
RID texture_allocate() override;
void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
void texture_proxy_update(RID p_proxy, RID p_base) override {}
void texture_2d_placeholder_initialize(RID p_texture) override;
void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
void texture_3d_placeholder_initialize(RID p_texture) override;
Ref<Image> texture_2d_get(RID p_texture) const override;
Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
void texture_replace(RID p_texture, RID p_by_texture) override;
//void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
// old
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
private:
RID texture_create();
//void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
void texture_set_flags(RID p_texture, uint32_t p_flags);
uint32_t texture_get_flags(RID p_texture) const;
Image::Format texture_get_format(RID p_texture) const;
RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
void texture_bind(RID p_texture, uint32_t p_texture_no);
void texture_set_path(RID p_texture, const String &p_path) override;
String texture_get_path(RID p_texture) const override;
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
void texture_set_proxy(RID p_texture, RID p_proxy);
Size2 texture_size_with_proxy(RID p_texture) override;
void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
public:
RID canvas_texture_allocate() override;
void canvas_texture_initialize(RID p_rid) override;
void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) override;
void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) override;
void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) override;
/* SKY API */
// not sure if used in godot 4?
struct Sky {
RID self;
RID panorama;
GLuint radiance;
int radiance_size;
};
mutable RID_PtrOwner<Sky> sky_owner;
RID sky_create();
void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
// SHADER API
struct Material;
struct Shader {
RID self;
RS::ShaderMode mode;
ShaderGLES3 *shader;
String code;
SelfList<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
RID version;
SelfList<Shader> dirty_list;
Map<StringName, Map<int, RID>> default_textures;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
bool valid;
String path;
uint32_t index;
uint64_t last_pass;
struct CanvasItem {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
};
int blend_mode;
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
bool uses_modulate;
bool uses_color;
bool uses_vertex;
// all these should disable item joining if used in a custom shader
bool uses_world_matrix;
bool uses_extra_matrix;
bool uses_projection_matrix;
bool uses_instance_custom;
} canvas_item;
struct Spatial {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
int blend_mode;
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_NEVER,
DEPTH_DRAW_ALPHA_PREPASS,
};
int depth_draw_mode;
enum CullMode {
CULL_MODE_FRONT,
CULL_MODE_BACK,
CULL_MODE_DISABLED,
};
int cull_mode;
bool uses_alpha;
bool uses_alpha_scissor;
bool unshaded;
bool no_depth_test;
bool uses_vertex;
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_time;
bool uses_tangent;
bool uses_ensure_correct_normals;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
} spatial;
struct Particles {
} particles;
bool uses_vertex_time;
bool uses_fragment_time;
Shader() :
dirty_list(this) {
shader = nullptr;
valid = false;
version = RID();
last_pass = 0;
}
};
mutable RID_PtrOwner<Shader> shader_owner;
mutable SelfList<Shader>::List _shader_dirty_list;
void _shader_make_dirty(Shader *p_shader);
RID shader_allocate() override;
void shader_initialize(RID p_rid) override;
//RID shader_create() override;
void shader_set_code(RID p_shader, const String &p_code) override;
String shader_get_code(RID p_shader) const override;
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
void _update_shader(Shader *p_shader) const;
void update_dirty_shaders();
// new
Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
// COMMON MATERIAL API
struct Material {
RID self;
Shader *shader;
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<Pair<StringName, RID>> textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
// Map<Geometry *, int> geometry_owners;
// Map<InstanceBaseDependency *, int> instance_owners;
bool can_cast_shadow_cache;
bool is_animated_cache;
Material() :
list(this),
dirty_list(this) {
can_cast_shadow_cache = false;
is_animated_cache = false;
shader = nullptr;
line_width = 1.0;
last_pass = 0;
render_priority = 0;
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
// void _material_add_geometry(RID p_material, Geometry *p_geometry);
// void _material_remove_geometry(RID p_material, Geometry *p_geometry);
void _update_material(Material *p_material);
mutable RID_PtrOwner<Material> material_owner;
// new
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
// old
RID material_allocate() override;
void material_initialize(RID p_rid) override;
//RID material_create() override;
void material_set_shader(RID p_material, RID p_shader) override;
RID material_get_shader(RID p_material) const;
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
Variant material_get_param(RID p_material, const StringName &p_param) const override;
Variant material_get_param_default(RID p_material, const StringName &p_param) const;
void material_set_line_width(RID p_material, float p_width);
void material_set_next_pass(RID p_material, RID p_next_material) override;
bool material_is_animated(RID p_material) override;
bool material_casts_shadows(RID p_material) override;
bool material_uses_tangents(RID p_material);
bool material_uses_ensure_correct_normals(RID p_material);
void material_add_instance_owner(RID p_material, DependencyTracker *p_instance);
void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
void material_set_render_priority(RID p_material, int priority) override;
void update_dirty_materials();
/* MESH API */
RID mesh_allocate() override;
void mesh_initialize(RID p_rid) override;
void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
RID mesh_instance_create(RID p_base) override;
void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
void mesh_instance_check_for_update(RID p_mesh_instance) override;
void update_mesh_instances() override;
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
int mesh_get_blend_shape_count(RID p_mesh) const override;
void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
int mesh_get_surface_count(RID p_mesh) const override;
void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
AABB mesh_get_custom_aabb(RID p_mesh) const override;
AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
void mesh_clear(RID p_mesh) override;
/* MULTIMESH API */
struct MultiMesh {
RID mesh;
int instances = 0;
RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
bool uses_colors = false;
bool uses_custom_data = false;
int visible_instances = -1;
AABB aabb;
bool aabb_dirty = false;
bool buffer_set = false;
uint32_t stride_cache = 0;
uint32_t color_offset_cache = 0;
uint32_t custom_data_offset_cache = 0;
Vector<float> data_cache; //used if individual setting is used
bool *data_cache_dirty_regions = nullptr;
uint32_t data_cache_used_dirty_regions = 0;
RID buffer; //storage buffer
RID uniform_set_3d;
RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
Dependency dependency;
};
mutable RID_Owner<MultiMesh, true> multimesh_owner;
MultiMesh *multimesh_dirty_list = nullptr;
_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
void _update_dirty_multimeshes();
RID multimesh_allocate() override;
void multimesh_initialize(RID p_rid) override;
void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
int multimesh_get_instance_count(RID p_multimesh) const override;
void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
RID multimesh_get_mesh(RID p_multimesh) const override;
AABB multimesh_get_aabb(RID p_multimesh) const override;
Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
int multimesh_get_visible_instances(RID p_multimesh) const override;
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->xform_format;
}
_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_colors;
}
_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_custom_data;
}
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
if (multimesh->visible_instances >= 0) {
return multimesh->visible_instances;
}
return multimesh->instances;
}
/* SKELETON API */
RID skeleton_allocate() override;
void skeleton_initialize(RID p_rid) override;
void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
int skeleton_get_bone_count(RID p_skeleton) const override;
void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
/* Light API */
RID directional_light_allocate() override;
void directional_light_initialize(RID p_rid) override;
RID omni_light_allocate() override;
void omni_light_initialize(RID p_rid) override;
RID spot_light_allocate() override;
void spot_light_initialize(RID p_rid) override;
RID reflection_probe_allocate() override;
void reflection_probe_initialize(RID p_rid) override;
void light_set_color(RID p_light, const Color &p_color) override;
void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
void light_set_shadow(RID p_light, bool p_enabled) override;
void light_set_projector(RID p_light, RID p_texture) override;
void light_set_negative(RID p_light, bool p_enable) override;
void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
bool light_directional_get_blend_splits(RID p_light) const override;
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override;
bool light_directional_is_sky_only(RID p_light) const override;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
bool light_has_shadow(RID p_light) const override;
bool light_has_projector(RID p_light) const override;
RS::LightType light_get_type(RID p_light) const override;
AABB light_get_aabb(RID p_light) const override;
float light_get_param(RID p_light, RS::LightParam p_param) override;
Color light_get_color(RID p_light) override;
RS::LightBakeMode light_get_bake_mode(RID p_light) override;
uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
uint64_t light_get_version(RID p_light) const override;
/* PROBE API */
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
AABB reflection_probe_get_aabb(RID p_probe) const override;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
Vector3 reflection_probe_get_extents(RID p_probe) const override;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
float reflection_probe_get_origin_max_distance(RID p_probe) const override;
bool reflection_probe_renders_shadows(RID p_probe) const override;
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
/* DECAL API */
RID decal_allocate() override;
void decal_initialize(RID p_rid) override;
void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
void decal_set_emission_energy(RID p_decal, float p_energy) override;
void decal_set_albedo_mix(RID p_decal, float p_mix) override;
void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
void decal_set_fade(RID p_decal, float p_above, float p_below) override;
void decal_set_normal_fade(RID p_decal, float p_fade) override;
AABB decal_get_aabb(RID p_decal) const override;
/* VOXEL GI API */
RID voxel_gi_allocate() override;
void voxel_gi_initialize(RID p_rid) override;
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_propagation(RID p_voxel_gi) const override;
void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_energy(RID p_voxel_gi) const override;
void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_bias(RID p_voxel_gi) const override;
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
bool voxel_gi_is_interior(RID p_voxel_gi) const override;
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
/* LIGHTMAP CAPTURE */
RID lightmap_allocate() override;
void lightmap_initialize(RID p_rid) override;
void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
AABB lightmap_get_aabb(RID p_lightmap) const override;
void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
bool lightmap_is_interior(RID p_lightmap) const override;
void lightmap_set_probe_capture_update_speed(float p_speed) override;
float lightmap_get_probe_capture_update_speed() const override;
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
/* PARTICLES */
RID particles_allocate() override;
void particles_initialize(RID p_rid) override;
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
void particles_set_emitting(RID p_particles, bool p_emitting) override;
void particles_set_amount(RID p_particles, int p_amount) override;
void particles_set_lifetime(RID p_particles, double p_lifetime) override;
void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
void particles_set_pre_process_time(RID p_particles, double p_time) override;
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
void particles_set_speed_scale(RID p_particles, double p_scale) override;
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
void particles_set_process_material(RID p_particles, RID p_material) override;
RID particles_get_process_material(RID p_particles) const override;
void particles_set_fixed_fps(RID p_particles, int p_fps) override;
void particles_set_interpolate(RID p_particles, bool p_enable) override;
void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
void particles_restart(RID p_particles) override;
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
void particles_set_draw_passes(RID p_particles, int p_count) override;
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
void particles_request_process(RID p_particles) override;
AABB particles_get_current_aabb(RID p_particles) override;
AABB particles_get_aabb(RID p_particles) const override;
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
bool particles_get_emitting(RID p_particles) override;
int particles_get_draw_passes(RID p_particles) const override;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
void particles_add_collision(RID p_particles, RID p_instance) override;
void particles_remove_collision(RID p_particles, RID p_instance) override;
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
void update_particles() override;
/* PARTICLES COLLISION */
RID particles_collision_allocate() override;
void particles_collision_initialize(RID p_rid) override;
void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
void particles_collision_height_field_update(RID p_particles_collision) override;
void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
AABB particles_collision_get_aabb(RID p_particles_collision) const override;
bool particles_collision_is_heightfield(RID p_particles_collision) const override;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
RID particles_collision_instance_create(RID p_collision) override;
void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
/* FOG VOLUMES */
RID fog_volume_allocate() override;
void fog_volume_initialize(RID p_rid) override;
void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
AABB fog_volume_get_aabb(RID p_fog_volume) const override;
RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
/* VISIBILITY NOTIFIER */
RID visibility_notifier_allocate() override;
void visibility_notifier_initialize(RID p_notifier) override;
void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
AABB visibility_notifier_get_aabb(RID p_notifier) const override;
void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
/* GLOBAL VARIABLES */
void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
void global_variable_remove(const StringName &p_name) override;
Vector<StringName> global_variable_get_list() const override;
void global_variable_set(const StringName &p_name, const Variant &p_value) override;
void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
Variant global_variable_get(const StringName &p_name) const override;
RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
void global_variables_load_settings(bool p_load_textures = true) override;
void global_variables_clear() override;
int32_t global_variables_instance_allocate(RID p_instance) override;
void global_variables_instance_free(RID p_instance) override;
void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
bool particles_is_inactive(RID p_particles) const override;
// RENDER TARGET
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
mutable RID_PtrOwner<RenderTarget> render_target_owner;
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
RID render_target_create() override;
void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
Size2i render_target_get_size(RID p_render_target);
RID render_target_get_texture(RID p_render_target) override;
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
render_target_clear_used(p_render_target);
}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
bool render_target_is_clear_requested(RID p_render_target) override;
Color render_target_get_clear_request_color(RID p_render_target) override;
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
// access from canvas
// RenderTarget * render_target_get(RID p_render_target);
/* CANVAS SHADOW */
struct CanvasLightShadow {
RID self;
int size;
int height;
GLuint fbo;
GLuint depth;
GLuint distance; //for older devices
};
RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
/*
struct CanvasOccluder {
RID self;
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
LocalVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
RID canvas_light_occluder_create();
void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
*/
RS::InstanceType get_base_type(RID p_rid) const override;
bool free(RID p_rid) override;
struct Frame {
RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
bool clear_request;
Color clear_request_color;
float time;
float delta;
uint64_t count;
Frame() {
// current_rt = nullptr;
// clear_request = false;
}
} frame;
void initialize();
void finalize();
void _copy_screen();
void update_memory_info() override;
uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
bool has_os_feature(const String &p_feature) const override;
void update_dirty_resources() override;
void set_debug_generate_wireframes(bool p_generate) override;
// void render_info_begin_capture() override;
// void render_info_end_capture() override;
// int get_captured_render_info(RS::RenderInfo p_info) override;
// int get_render_info(RS::RenderInfo p_info) override;
String get_video_adapter_name() const override;
String get_video_adapter_vendor() const override;
RenderingDevice::DeviceType get_video_adapter_type() const override;
void capture_timestamps_begin() override {}
void capture_timestamp(const String &p_name) override {}
uint32_t get_captured_timestamps_count() const override {
return 0;
}
uint64_t get_captured_timestamps_frame() const override {
return 0;
}
uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
return 0;
}
uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
return 0;
}
String get_captured_timestamp_name(uint32_t p_index) const override {
return String();
}
// make access easier to these
struct Dimensions {
// render target
int rt_width;
int rt_height;
// window
int win_width;
int win_height;
Dimensions() {
rt_width = 0;
rt_height = 0;
win_width = 0;
win_height = 0;
}
} _dims;
void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
void bind_framebuffer(GLuint framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
void bind_framebuffer_system() {
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
RasterizerStorageGLES3();
~RasterizerStorageGLES3();
};
inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const {
r_offset_after = p_offset + p_data_size;
#ifdef DEBUG_ENABLED
// we are trying to write across the edge of the buffer
if (r_offset_after > p_total_buffer_size) {
return false;
}
#endif
glBufferSubData(p_target, p_offset, p_data_size, p_data);
return true;
}
// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
// bugs causing pipeline stalls
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
if (!p_optional_orphan || (config.should_orphan)) {
glBufferData(p_target, p_buffer_size, nullptr, p_usage);
#ifdef RASTERIZER_EXTRA_CHECKS
// fill with garbage off the end of the array
if (p_buffer_size) {
unsigned int start = p_offset + p_data_size;
unsigned int end = start + 1024;
if (end < p_buffer_size) {
uint8_t *garbage = (uint8_t *)alloca(1024);
for (int n = 0; n < 1024; n++) {
garbage[n] = Math::random(0, 255);
}
glBufferSubData(p_target, start, 1024, garbage);
}
}
#endif
}
glBufferSubData(p_target, p_offset, p_data_size, p_data);
}
#endif // GLES3_ENABLED
#endif // RASTERIZER_STORAGE_OPENGL_H