virtualx-engine/drivers/gles3/storage/utilities.cpp

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/**************************************************************************/
/* utilities.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "utilities.h"
#include "../rasterizer_gles3.h"
#include "config.h"
#include "light_storage.h"
#include "material_storage.h"
#include "mesh_storage.h"
#include "particles_storage.h"
#include "texture_storage.h"
#include "servers/rendering/rendering_server_globals.h"
using namespace GLES3;
Utilities *Utilities::singleton = nullptr;
Utilities::Utilities() {
singleton = this;
frame = 0;
for (int i = 0; i < FRAME_COUNT; i++) {
frames[i].index = 0;
glGenQueries(max_timestamp_query_elements, frames[i].queries);
frames[i].timestamp_names.resize(max_timestamp_query_elements);
frames[i].timestamp_cpu_values.resize(max_timestamp_query_elements);
frames[i].timestamp_count = 0;
frames[i].timestamp_result_names.resize(max_timestamp_query_elements);
frames[i].timestamp_cpu_result_values.resize(max_timestamp_query_elements);
frames[i].timestamp_result_values.resize(max_timestamp_query_elements);
frames[i].timestamp_result_count = 0;
}
}
Utilities::~Utilities() {
singleton = nullptr;
for (int i = 0; i < FRAME_COUNT; i++) {
glDeleteQueries(max_timestamp_query_elements, frames[i].queries);
}
if (texture_mem_cache) {
uint32_t leaked_data_size = 0;
for (const KeyValue<GLuint, ResourceAllocation> &E : texture_allocs_cache) {
#ifdef DEV_ENABLED
ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
#else
ERR_PRINT("Texture with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
#endif
leaked_data_size += E.value.size;
}
if (leaked_data_size < texture_mem_cache) {
ERR_PRINT("Texture cache is not empty. There may be an additional texture leak of " + itos(texture_mem_cache - leaked_data_size) + " bytes.");
}
}
if (buffer_mem_cache) {
uint32_t leaked_data_size = 0;
for (const KeyValue<GLuint, ResourceAllocation> &E : buffer_allocs_cache) {
#ifdef DEV_ENABLED
ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
#else
ERR_PRINT("Buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
#endif
leaked_data_size += E.value.size;
}
if (leaked_data_size < buffer_mem_cache) {
ERR_PRINT("Buffer cache is not empty. There may be an additional buffer leak of " + itos(buffer_mem_cache - leaked_data_size) + " bytes.");
}
}
}
Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
Vector<uint8_t> ret;
if (p_buffer_size == 0) {
return ret;
}
ret.resize(p_buffer_size);
glBindBuffer(p_target, p_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
godot_webgl2_glGetBufferSubData(p_target, 0, p_buffer_size, w);
}
#else
void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, Vector<uint8_t>());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, p_buffer_size);
}
glUnmapBuffer(p_target);
#endif
glBindBuffer(p_target, 0);
return ret;
}
/* INSTANCES */
RS::InstanceType Utilities::get_base_type(RID p_rid) const {
if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
return RS::INSTANCE_MESH;
} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
return RS::INSTANCE_MULTIMESH;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
return RS::INSTANCE_LIGHT;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
return RS::INSTANCE_PARTICLES;
} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
return RS::INSTANCE_PARTICLES_COLLISION;
}
return RS::INSTANCE_NONE;
}
bool Utilities::free(RID p_rid) {
if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
return true;
} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
return true;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
GLES3::LightStorage::get_singleton()->light_free(p_rid);
return true;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
return true;
} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
return true;
} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
return true;
} else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
return true;
} else if (GLES3::MeshStorage::get_singleton()->owns_skeleton(p_rid)) {
GLES3::MeshStorage::get_singleton()->skeleton_free(p_rid);
return true;
} else {
return false;
}
}
/* DEPENDENCIES */
void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
p_instance->update_dependency(&mesh->dependency);
} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
}
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
p_instance->update_dependency(dependency);
}
}
/* VISIBILITY NOTIFIER */
RID Utilities::visibility_notifier_allocate() {
return RID();
}
void Utilities::visibility_notifier_initialize(RID p_notifier) {
}
void Utilities::visibility_notifier_free(RID p_notifier) {
}
void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
}
void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
}
AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
return AABB();
}
void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
}
/* TIMING */
void Utilities::capture_timestamps_begin() {
capture_timestamp("Frame Begin");
}
void Utilities::capture_timestamp(const String &p_name) {
ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
glQueryCounter(frames[frame].queries[frames[frame].timestamp_count], GL_TIMESTAMP);
}
#endif // GL_API_ENABLED
frames[frame].timestamp_names[frames[frame].timestamp_count] = p_name;
frames[frame].timestamp_cpu_values[frames[frame].timestamp_count] = OS::get_singleton()->get_ticks_usec();
frames[frame].timestamp_count++;
}
void Utilities::_capture_timestamps_begin() {
// frame is incremented at the end of the frame so this gives us the queries for frame - 2. By then they should be ready.
if (frames[frame].timestamp_count) {
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
for (uint32_t i = 0; i < frames[frame].timestamp_count; i++) {
uint64_t temp = 0;
glGetQueryObjectui64v(frames[frame].queries[i], GL_QUERY_RESULT, &temp);
frames[frame].timestamp_result_values[i] = temp;
}
}
#endif // GL_API_ENABLED
SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
}
frames[frame].timestamp_result_count = frames[frame].timestamp_count;
frames[frame].timestamp_count = 0;
frames[frame].index = Engine::get_singleton()->get_frames_drawn();
capture_timestamp("Internal Begin");
}
void Utilities::capture_timestamps_end() {
capture_timestamp("Internal End");
frame = (frame + 1) % FRAME_COUNT;
}
uint32_t Utilities::get_captured_timestamps_count() const {
return frames[frame].timestamp_result_count;
}
uint64_t Utilities::get_captured_timestamps_frame() const {
return frames[frame].index;
}
uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
return frames[frame].timestamp_result_values[p_index];
}
uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
return frames[frame].timestamp_cpu_result_values[p_index];
}
String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
return frames[frame].timestamp_result_names[p_index];
}
/* MISC */
void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_global_shader_uniforms();
MaterialStorage::get_singleton()->_update_queued_materials();
MeshStorage::get_singleton()->_update_dirty_skeletons();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
TextureStorage::get_singleton()->update_texture_atlas();
}
void Utilities::set_debug_generate_wireframes(bool p_generate) {
}
bool Utilities::has_os_feature(const String &p_feature) const {
Config *config = Config::get_singleton();
if (!config) {
return false;
}
if (p_feature == "rgtc") {
return config->rgtc_supported;
}
if (p_feature == "s3tc") {
return config->s3tc_supported;
}
if (p_feature == "bptc") {
return config->bptc_supported;
}
if (p_feature == "astc") {
return config->astc_supported;
}
if (p_feature == "etc" || p_feature == "etc2") {
return config->etc2_supported;
}
return false;
}
void Utilities::update_memory_info() {
}
uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
return texture_mem_cache;
} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
return buffer_mem_cache;
} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
return texture_mem_cache + buffer_mem_cache;
}
return 0;
}
String Utilities::get_video_adapter_name() const {
const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
// NVIDIA suffixes all GPU model names with "/PCIe/SSE2" in OpenGL (but not Vulkan). This isn't necessary to display nowadays, so it can be trimmed.
return rendering_device_name.trim_suffix("/PCIe/SSE2");
}
String Utilities::get_video_adapter_vendor() const {
const String rendering_device_vendor = String::utf8((const char *)glGetString(GL_VENDOR));
// NVIDIA suffixes its vendor name with " Corporation". This is neither necessary to process nor display.
return rendering_device_vendor.trim_suffix(" Corporation");
}
RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
}
String Utilities::get_video_adapter_api_version() const {
return String::utf8((const char *)glGetString(GL_VERSION));
}
Size2i Utilities::get_maximum_viewport_size() const {
Config *config = Config::get_singleton();
if (!config) {
return Size2i();
}
return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
}
#endif // GLES3_ENABLED