1094 lines
32 KiB
C++
1094 lines
32 KiB
C++
/*************************************************************************/
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/* rasterizer_storage_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZERSTORAGEGLES2_H
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#define RASTERIZERSTORAGEGLES2_H
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#include "drivers/gles_common/rasterizer_platforms.h"
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#ifdef GLES2_BACKEND_ENABLED
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "drivers/gles_common/rasterizer_asserts.h"
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#include "drivers/gles_common/rasterizer_common_stubs.h"
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#include "drivers/gles_common/rasterizer_version.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/shader_language.h"
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#include "shader_compiler_gles2.h"
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#include "shader_gles2.h"
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#include "shaders/copy.glsl.gen.h"
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#include "shaders/cubemap_filter.glsl.gen.h"
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class RasterizerCanvasGLES2;
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class RasterizerSceneGLES2;
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class RasterizerStorageGLES2 : public StubsStorage {
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friend class RasterizerGLES2;
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Thread::ID _main_thread_id = 0;
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bool _is_main_thread();
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public:
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RasterizerCanvasGLES2 *canvas;
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RasterizerSceneGLES2 *scene;
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static GLuint system_fbo;
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struct Config {
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bool shrink_textures_x2;
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bool use_fast_texture_filter;
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bool use_skeleton_software;
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int max_vertex_texture_image_units;
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int max_texture_image_units;
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int max_texture_size;
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// TODO implement wireframe in GLES2
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// bool generate_wireframes;
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Set<String> extensions;
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bool float_texture_supported;
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bool s3tc_supported;
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bool etc1_supported;
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bool pvrtc_supported;
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bool rgtc_supported;
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bool bptc_supported;
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bool keep_original_textures;
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bool force_vertex_shading;
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bool use_rgba_2d_shadows;
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bool use_rgba_3d_shadows;
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bool support_32_bits_indices;
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bool support_write_depth;
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bool support_half_float_vertices;
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bool support_npot_repeat_mipmap;
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bool support_depth_texture;
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bool support_depth_cubemaps;
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bool support_shadow_cubemaps;
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bool multisample_supported;
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bool render_to_mipmap_supported;
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GLuint depth_internalformat;
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GLuint depth_type;
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GLuint depth_buffer_internalformat;
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// in some cases the legacy render didn't orphan. We will mark these
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// so the user can switch orphaning off for them.
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bool should_orphan;
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} config;
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struct Resources {
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GLuint white_tex;
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GLuint black_tex;
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GLuint normal_tex;
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GLuint aniso_tex;
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GLuint mipmap_blur_fbo;
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GLuint mipmap_blur_color;
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GLuint radical_inverse_vdc_cache_tex;
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bool use_rgba_2d_shadows;
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GLuint quadie;
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size_t skeleton_transform_buffer_size;
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GLuint skeleton_transform_buffer;
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LocalVector<float> skeleton_transform_cpu_buffer;
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} resources;
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mutable struct Shaders {
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ShaderCompilerGLES2 compiler;
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CopyShaderGLES2 copy;
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CubemapFilterShaderGLES2 cubemap_filter;
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ShaderCompilerGLES2::IdentifierActions actions_canvas;
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ShaderCompilerGLES2::IdentifierActions actions_scene;
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ShaderCompilerGLES2::IdentifierActions actions_particles;
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} shaders;
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struct Info {
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uint64_t texture_mem;
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uint64_t vertex_mem;
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struct Render {
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uint32_t object_count;
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uint32_t draw_call_count;
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uint32_t material_switch_count;
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uint32_t surface_switch_count;
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uint32_t shader_rebind_count;
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uint32_t vertices_count;
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uint32_t _2d_item_count;
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uint32_t _2d_draw_call_count;
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void reset() {
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object_count = 0;
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draw_call_count = 0;
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material_switch_count = 0;
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surface_switch_count = 0;
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shader_rebind_count = 0;
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vertices_count = 0;
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_2d_item_count = 0;
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_2d_draw_call_count = 0;
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}
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} render, render_final, snap;
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Info() :
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texture_mem(0),
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vertex_mem(0) {
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render.reset();
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render_final.reset();
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}
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} info;
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void bind_quad_array() const;
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////DATA///////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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/*
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struct Instantiable {
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RID self;
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SelfList<InstanceBaseDependency>::List instance_list;
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_FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
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SelfList<InstanceBaseDependency> *instances = instance_list.first();
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while (instances) {
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instances->self()->base_changed(p_aabb, p_materials);
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instances = instances->next();
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}
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}
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_FORCE_INLINE_ void instance_remove_deps() {
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SelfList<InstanceBaseDependency> *instances = instance_list.first();
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while (instances) {
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instances->self()->base_removed();
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instances = instances->next();
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}
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}
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Instantiable() {}
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virtual ~Instantiable() {}
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};
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struct GeometryOwner : public Instantiable {
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};
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struct Geometry : public Instantiable {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_IMMEDIATE,
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GEOMETRY_MULTISURFACE
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};
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Type type;
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RID material;
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uint64_t last_pass;
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uint32_t index;
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virtual void material_changed_notify() {}
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Geometry() {
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last_pass = 0;
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index = 0;
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}
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};
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*/
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////API////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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// TEXTURE API
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enum GLESTextureFlags {
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TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
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TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
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TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
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TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
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TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
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TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
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TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
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TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
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};
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struct RenderTarget;
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struct Texture {
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RID self;
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Texture *proxy;
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Set<Texture *> proxy_owners;
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String path;
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uint32_t flags;
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int width, height, depth;
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int alloc_width, alloc_height;
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Image::Format format;
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GD_RD::TextureType type;
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GLenum target;
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GLenum gl_format_cache;
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GLenum gl_internal_format_cache;
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GLenum gl_type_cache;
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int data_size;
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int total_data_size;
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bool ignore_mipmaps;
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bool compressed;
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bool srgb;
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int mipmaps;
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bool resize_to_po2;
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bool active;
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GLenum tex_id;
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uint16_t stored_cube_sides;
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RenderTarget *render_target;
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Vector<Ref<Image>> images;
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bool redraw_if_visible;
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GD_VS::TextureDetectCallback detect_3d;
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void *detect_3d_ud;
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GD_VS::TextureDetectCallback detect_srgb;
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void *detect_srgb_ud;
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GD_VS::TextureDetectCallback detect_normal;
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void *detect_normal_ud;
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// some silly opengl shenanigans where
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// texture coords start from bottom left, means we need to draw render target textures upside down
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// to be compatible with vulkan etc.
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bool is_upside_down() const {
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if (proxy)
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return proxy->is_upside_down();
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return render_target != nullptr;
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}
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Texture() {
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create();
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}
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_ALWAYS_INLINE_ Texture *get_ptr() {
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if (proxy) {
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return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
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} else {
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return this;
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}
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}
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~Texture() {
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destroy();
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if (tex_id != 0) {
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glDeleteTextures(1, &tex_id);
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}
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}
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void copy_from(const Texture &o) {
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proxy = o.proxy;
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flags = o.flags;
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width = o.width;
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height = o.height;
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alloc_width = o.alloc_width;
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alloc_height = o.alloc_height;
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format = o.format;
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type = o.type;
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target = o.target;
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data_size = o.data_size;
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total_data_size = o.total_data_size;
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ignore_mipmaps = o.ignore_mipmaps;
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compressed = o.compressed;
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mipmaps = o.mipmaps;
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resize_to_po2 = o.resize_to_po2;
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active = o.active;
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tex_id = o.tex_id;
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stored_cube_sides = o.stored_cube_sides;
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render_target = o.render_target;
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redraw_if_visible = o.redraw_if_visible;
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detect_3d = o.detect_3d;
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detect_3d_ud = o.detect_3d_ud;
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detect_srgb = o.detect_srgb;
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detect_srgb_ud = o.detect_srgb_ud;
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detect_normal = o.detect_normal;
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detect_normal_ud = o.detect_normal_ud;
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images.clear();
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}
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void create() {
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proxy = nullptr;
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flags = 0;
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width = 0;
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height = 0;
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alloc_width = 0;
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alloc_height = 0;
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format = Image::FORMAT_L8;
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type = GD_RD::TEXTURE_TYPE_2D;
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target = 0;
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data_size = 0;
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total_data_size = 0;
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ignore_mipmaps = false;
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compressed = false;
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mipmaps = 0;
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resize_to_po2 = false;
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active = false;
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tex_id = 0;
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stored_cube_sides = 0;
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render_target = nullptr;
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redraw_if_visible = false;
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detect_3d = nullptr;
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detect_3d_ud = nullptr;
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detect_srgb = nullptr;
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detect_srgb_ud = nullptr;
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detect_normal = nullptr;
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detect_normal_ud = nullptr;
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}
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void destroy() {
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images.clear();
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for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
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E->get()->proxy = NULL;
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}
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if (proxy) {
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proxy->proxy_owners.erase(this);
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}
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}
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// texture state
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void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
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if (p_filter == state_filter)
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return;
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state_filter = p_filter;
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GLint pmin = GL_LINEAR; // param min
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GLint pmag = GL_LINEAR; // param mag
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switch (state_filter) {
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default: {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
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pmin = GL_LINEAR_MIPMAP_LINEAR;
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pmag = GL_LINEAR;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
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pmin = GL_NEAREST;
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pmag = GL_NEAREST;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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pmin = GL_NEAREST_MIPMAP_NEAREST;
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pmag = GL_NEAREST;
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} break;
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}
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glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
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glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
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}
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void GLSetRepeat(RS::CanvasItemTextureRepeat p_repeat) {
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if (p_repeat == state_repeat)
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return;
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state_repeat = p_repeat;
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GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
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switch (state_repeat) {
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default: {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
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prep = GL_REPEAT;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
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prep = GL_MIRRORED_REPEAT;
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} break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, prep);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, prep);
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}
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private:
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RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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};
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mutable RID_PtrOwner<Texture> texture_owner;
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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;
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void _texture_set_state_from_flags(Texture *p_tex);
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// new
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RID texture_allocate() override;
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void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
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// RID texture_2d_create(const Ref<Image> &p_image) override;
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// RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
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// RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override { return RID(); }
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//RID texture_proxy_create(RID p_base) override;
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//void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
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void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
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void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
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void texture_proxy_update(RID p_proxy, RID p_base) override {}
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//RID texture_2d_placeholder_create() override;
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//RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type) override { return RID(); }
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//RID texture_3d_placeholder_create() override { return RID(); }
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Ref<Image> texture_2d_get(RID p_texture) const override;
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Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
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Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
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void texture_replace(RID p_texture, RID p_by_texture) override;
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//void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
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void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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// old
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virtual uint32_t texture_get_width(RID p_texture) const;
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virtual uint32_t texture_get_height(RID p_texture) const;
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private:
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virtual RID texture_create();
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//virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, GD_RD::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
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void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, GD_RD::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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virtual 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);
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//virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
|
|
virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
|
|
virtual uint32_t texture_get_flags(RID p_texture) const;
|
|
virtual Image::Format texture_get_format(RID p_texture) const;
|
|
virtual GD_RD::TextureType texture_get_type(RID p_texture) const;
|
|
virtual uint32_t texture_get_texid(RID p_texture) const;
|
|
virtual uint32_t texture_get_depth(RID p_texture) const;
|
|
void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
|
|
|
|
virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
|
|
|
|
virtual void texture_set_path(RID p_texture, const String &p_path) override;
|
|
virtual String texture_get_path(RID p_texture) const override;
|
|
|
|
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
|
|
|
|
virtual void texture_debug_usage(List<GD_VS::TextureInfo> *r_info) override;
|
|
|
|
virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
|
|
|
|
virtual void textures_keep_original(bool p_enable);
|
|
|
|
virtual void texture_set_proxy(RID p_texture, RID p_proxy);
|
|
virtual Size2 texture_size_with_proxy(RID p_texture) override;
|
|
|
|
virtual void texture_set_detect_3d_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) override;
|
|
virtual void texture_set_detect_srgb_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata);
|
|
virtual void texture_set_detect_normal_callback(RID p_texture, GD_VS::TextureDetectCallback p_callback, void *p_userdata) override;
|
|
void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
|
|
|
|
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
|
|
|
|
public:
|
|
// CANVAS TEXTURE API
|
|
/*
|
|
RID canvas_texture_create() override { return RID(); }
|
|
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_base_color, float p_shininess) override {}
|
|
|
|
void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
|
|
void canvas_texture_set_texture_repeat(RID p_item, 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;
|
|
|
|
virtual RID sky_create();
|
|
virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
|
|
|
|
// SHADER API
|
|
|
|
struct Material;
|
|
|
|
struct Shader {
|
|
RID self;
|
|
|
|
GD_VS::ShaderMode mode;
|
|
ShaderGLES2 *shader;
|
|
String code;
|
|
SelfList<Material>::List materials;
|
|
|
|
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
|
|
|
uint32_t texture_count;
|
|
|
|
uint32_t custom_code_id;
|
|
uint32_t version;
|
|
|
|
SelfList<Shader> dirty_list;
|
|
|
|
Map<StringName, RID> default_textures;
|
|
|
|
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
|
|
|
|
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;
|
|
|
|
// these flags are specifically for batching
|
|
// some of the logic is thus in rasterizer_storage.cpp
|
|
// we could alternatively set bitflags for each 'uses' and test on the fly
|
|
// defined in RasterizerStorageCommon::BatchFlags
|
|
unsigned int batch_flags;
|
|
|
|
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 = NULL;
|
|
valid = false;
|
|
custom_code_id = 0;
|
|
version = 1;
|
|
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;
|
|
|
|
//virtual RID shader_create() override;
|
|
|
|
virtual void shader_set_code(RID p_shader, const String &p_code) override;
|
|
virtual String shader_get_code(RID p_shader) const override;
|
|
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
|
|
|
|
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override;
|
|
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override;
|
|
|
|
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
|
|
|
|
virtual void shader_add_custom_define(RID p_shader, const String &p_define);
|
|
virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
|
|
virtual void shader_remove_custom_define(RID p_shader, const String &p_define);
|
|
|
|
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 = NULL;
|
|
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;
|
|
|
|
//virtual RID material_create() override;
|
|
|
|
virtual void material_set_shader(RID p_material, RID p_shader) override;
|
|
virtual RID material_get_shader(RID p_material) const;
|
|
|
|
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
|
|
virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
|
|
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
|
|
|
|
virtual void material_set_line_width(RID p_material, float p_width);
|
|
virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
|
|
|
|
virtual bool material_is_animated(RID p_material) override;
|
|
virtual bool material_casts_shadows(RID p_material) override;
|
|
virtual bool material_uses_tangents(RID p_material);
|
|
virtual bool material_uses_ensure_correct_normals(RID p_material);
|
|
|
|
virtual void material_add_instance_owner(RID p_material, DependencyTracker *p_instance);
|
|
virtual void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
|
|
|
|
virtual void material_set_render_priority(RID p_material, int priority) override;
|
|
|
|
void update_dirty_materials();
|
|
|
|
// RENDER TARGET
|
|
|
|
struct RenderTarget {
|
|
RID self;
|
|
GLuint fbo;
|
|
GLuint color;
|
|
GLuint depth;
|
|
|
|
GLuint multisample_fbo;
|
|
GLuint multisample_color;
|
|
GLuint multisample_depth;
|
|
bool multisample_active;
|
|
|
|
struct Effect {
|
|
GLuint fbo;
|
|
int width;
|
|
int height;
|
|
|
|
GLuint color;
|
|
|
|
Effect() :
|
|
fbo(0),
|
|
width(0),
|
|
height(0),
|
|
color(0) {
|
|
}
|
|
};
|
|
|
|
Effect copy_screen_effect;
|
|
|
|
struct MipMaps {
|
|
struct Size {
|
|
GLuint fbo;
|
|
GLuint color;
|
|
int width;
|
|
int height;
|
|
};
|
|
|
|
Vector<Size> sizes;
|
|
GLuint color;
|
|
int levels;
|
|
|
|
MipMaps() :
|
|
color(0),
|
|
levels(0) {
|
|
}
|
|
};
|
|
|
|
MipMaps mip_maps[2];
|
|
|
|
struct External {
|
|
GLuint fbo;
|
|
GLuint color;
|
|
GLuint depth;
|
|
RID texture;
|
|
|
|
External() :
|
|
fbo(0),
|
|
color(0),
|
|
depth(0) {
|
|
}
|
|
} external;
|
|
|
|
int x, y, width, height;
|
|
|
|
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;
|
|
GD_VS::ViewportMSAA msaa;
|
|
|
|
bool use_fxaa;
|
|
bool use_debanding;
|
|
|
|
RID texture;
|
|
|
|
bool used_dof_blur_near;
|
|
bool mip_maps_allocated;
|
|
|
|
Color clear_color;
|
|
bool clear_requested;
|
|
|
|
RenderTarget() :
|
|
fbo(0),
|
|
color(0),
|
|
depth(0),
|
|
multisample_fbo(0),
|
|
multisample_color(0),
|
|
multisample_depth(0),
|
|
multisample_active(false),
|
|
x(0),
|
|
y(0),
|
|
width(0),
|
|
height(0),
|
|
used_in_frame(false),
|
|
msaa(GD_VS::VIEWPORT_MSAA_DISABLED),
|
|
use_fxaa(false),
|
|
use_debanding(false),
|
|
used_dof_blur_near(false),
|
|
mip_maps_allocated(false),
|
|
clear_color(Color(1, 1, 1, 1)),
|
|
clear_requested(false) {
|
|
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);
|
|
|
|
virtual RID render_target_create() override;
|
|
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
|
|
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
|
|
virtual RID render_target_get_texture(RID p_render_target) override;
|
|
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
|
|
|
|
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
|
|
virtual bool render_target_was_used(RID p_render_target) override;
|
|
virtual void render_target_clear_used(RID p_render_target);
|
|
virtual void render_target_set_msaa(RID p_render_target, GD_VS::ViewportMSAA p_msaa);
|
|
virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
|
|
virtual 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;
|
|
|
|
// 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;
|
|
|
|
virtual 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;
|
|
|
|
virtual RID canvas_light_occluder_create();
|
|
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
|
|
*/
|
|
|
|
virtual GD_VS::InstanceType get_base_type(RID p_rid) const override;
|
|
|
|
virtual bool free(RID p_rid) override;
|
|
|
|
struct Frame {
|
|
RenderTarget *current_rt;
|
|
|
|
// these 2 may have been superceded by the equivalents in the render target.
|
|
// these may be able to be removed.
|
|
bool clear_request;
|
|
Color clear_request_color;
|
|
|
|
float time[4];
|
|
float delta;
|
|
uint64_t count;
|
|
|
|
Frame() {
|
|
// current_rt = nullptr;
|
|
// clear_request = false;
|
|
}
|
|
} frame;
|
|
|
|
void initialize();
|
|
void finalize();
|
|
|
|
void _copy_screen();
|
|
|
|
virtual bool has_os_feature(const String &p_feature) const override;
|
|
|
|
virtual void update_dirty_resources() override;
|
|
|
|
virtual void set_debug_generate_wireframes(bool p_generate) override;
|
|
|
|
// virtual void render_info_begin_capture() override;
|
|
// virtual void render_info_end_capture() override;
|
|
// virtual int get_captured_render_info(GD_VS::RenderInfo p_info) override;
|
|
|
|
// virtual int get_render_info(GD_VS::RenderInfo p_info) override;
|
|
virtual String get_video_adapter_name() const override;
|
|
virtual String get_video_adapter_vendor() 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, RasterizerStorageGLES2::system_fbo);
|
|
}
|
|
|
|
RasterizerStorageGLES2();
|
|
};
|
|
|
|
inline bool RasterizerStorageGLES2::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 RasterizerStorageGLES2::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, NULL, 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
|
|
}
|
|
RAST_DEV_DEBUG_ASSERT((p_offset + p_data_size) <= p_buffer_size);
|
|
glBufferSubData(p_target, p_offset, p_data_size, p_data);
|
|
}
|
|
|
|
#endif // GLES2_BACKEND_ENABLED
|
|
#endif // RASTERIZERSTORAGEGLES2_H
|