Unbind texture slots when changing framebuffer

Prevent bugs whereby texture still in use.
This commit is contained in:
lawnjelly 2023-08-09 14:05:25 +01:00
parent 9435c38b95
commit 5e197fd21e
12 changed files with 322 additions and 240 deletions

View file

@ -99,7 +99,7 @@ void RasterizerCanvasBaseGLES2::canvas_begin() {
reset_canvas();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@ -191,7 +191,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
state.current_tex = RID();
state.current_tex_ptr = nullptr;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
@ -205,7 +205,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
texture->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
@ -217,7 +217,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
state.current_tex = RID();
state.current_tex_ptr = nullptr;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
@ -230,7 +230,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
if (!normal_map) {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
@ -241,7 +241,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
@ -249,7 +249,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
} else {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
}
@ -272,7 +272,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
} else if (black_margin[MARGIN_LEFT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
@ -284,7 +284,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
} else if (black_margin[MARGIN_RIGHT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
@ -298,7 +298,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
} else if (black_margin[MARGIN_TOP]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
@ -312,7 +312,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
} else if (black_margin[MARGIN_BOTTOM]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
@ -364,7 +364,7 @@ void RasterizerCanvasBaseGLES2::_set_uniforms() {
if (state.using_shadow) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
@ -723,7 +723,7 @@ void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.bind();

View file

@ -1233,7 +1233,7 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list
state.current_normal = RID();
state.canvas_texscreen_used = false;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
if (bdata.settings_use_batching) {
@ -1621,7 +1621,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
@ -1656,7 +1656,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
@ -1676,7 +1676,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -1856,7 +1856,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -1866,9 +1866,8 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
_legacy_canvas_item_render_commands(p_ci, nullptr, reclip, material_ptr); //redraw using light
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
_legacy_canvas_item_render_commands(p_ci, nullptr, reclip, material_ptr); //redraw using lights
state.using_light = nullptr;
}
@ -1985,7 +1984,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
@ -2021,7 +2020,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
@ -2041,7 +2040,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -2239,7 +2238,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -2249,7 +2248,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
// redraw using light.
// if there is no clip item, we can consider scissoring to the intersection area between the light and the item

View file

@ -317,6 +317,9 @@ void RasterizerGLES2::set_current_render_target(RID p_render_target) {
glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
// Unbind texture slots.
storage->gl_wrapper.reset();
}
void RasterizerGLES2::restore_render_target(bool p_3d_was_drawn) {
@ -379,7 +382,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c
}
RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
glBindTexture(GL_TEXTURE_2D, 0);
@ -409,7 +412,7 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->canvas_begin();
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
if (rt->external.fbo != 0) {
glBindTexture(GL_TEXTURE_2D, rt->external.color);
} else {
@ -438,7 +441,7 @@ void RasterizerGLES2::output_lens_distorted_to_screen(RID p_render_target, const
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
// output our texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);

View file

@ -189,7 +189,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
}
// create a depth texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->config.use_rgba_3d_shadows) {
//maximum compatibility, renderbuffer and RGBA shadow
@ -609,7 +609,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
GLenum format = GL_RGB;
GLenum type = GL_UNSIGNED_BYTE;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, size, size);
@ -672,7 +672,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to
@ -684,7 +684,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
//do filtering
//vdc cache
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex);
// now render to the framebuffer, mipmap level for mipmap level
@ -700,12 +700,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
//blur
while (size >= 1) {
glActiveTexture(GL_TEXTURE3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, storage->resources.mipmap_blur_color, 0);
glViewport(0, 0, size, size);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
for (int i = 0; i < 6; i++) {
storage->bind_quad_array();
@ -724,12 +724,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
// restore ranges
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3); //back to panorama
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3); //back to panorama
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
@ -1257,7 +1257,7 @@ void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_bu
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, p_texture);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@ -1370,12 +1370,12 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
if (p_material->shader->spatial.uses_screen_texture && storage->frame.current_rt) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
if (p_material->shader->spatial.uses_depth_texture && storage->frame.current_rt) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
}
@ -1410,7 +1410,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.current_main_tex = 0;
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -1524,7 +1524,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
if (p_skeleton) {
if (!storage->config.use_skeleton_software) {
//use float texture workflow
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
} else {
//use transform buffer workflow
@ -1832,11 +1832,11 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
t->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(t->target, t->tex_id);
restore_tex = true;
} else if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1894,7 +1894,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1944,7 +1944,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
if (!state.render_no_shadows && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
} else {
@ -1959,7 +1959,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
} else {
@ -1973,7 +1973,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
} else {
@ -2261,7 +2261,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool use_radiance_map = false;
if (!p_shadow && p_base_env) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
use_radiance_map = true;
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, true); //since prev unshaded is false, this needs to be true if exists
@ -2448,11 +2448,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != nullptr);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != nullptr);
if (refprobe_1 != nullptr && refprobe_1 != prev_refprobe_1) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap);
}
if (refprobe_2 != nullptr && refprobe_2 != prev_refprobe_2) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
}
rebind = true;
@ -2480,7 +2480,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (lightmap != prev_lightmap) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, lightmap != nullptr);
if (lightmap != nullptr) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
}
rebind = true;
@ -2690,7 +2690,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
tex = tex->get_ptr(); //resolve for proxies
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(tex->target, tex->tex_id);
glDepthMask(GL_TRUE);
@ -2889,10 +2889,10 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
@ -2909,7 +2909,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
storage->_copy_screen();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
@ -2925,7 +2925,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (env && env->dof_blur_near_enabled) {
//convert texture to RGBA format if not already
if (!storage->frame.current_rt->used_dof_blur_near) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
@ -2954,10 +2954,10 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
@ -2984,7 +2984,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
@ -3008,7 +3008,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (env && (env->dof_blur_near_enabled || env->dof_blur_far_enabled)) {
//these needed to disable filtering, reenamble
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
@ -3061,7 +3061,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
@ -3086,7 +3086,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color);
@ -3108,7 +3108,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
@ -3147,7 +3147,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
}
}
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
@ -3155,7 +3155,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
for (int i = 0; i < (max_glow_level + 1); i++) {
if (glow_mask & (1 << i)) {
active_glow_level++;
glActiveTexture(GL_TEXTURE1 + active_glow_level);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1 + active_glow_level);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
if (active_glow_level == 1) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
@ -3194,7 +3194,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(tex->target, tex->tex_id);
}
}
@ -3614,7 +3614,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
if (shadow_atlas) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
@ -3633,7 +3633,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
#ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
if (true) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
@ -3881,7 +3881,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
state.cube_to_dp_shader.bind();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
glDisable(GL_CULL_FACE);
@ -4064,7 +4064,7 @@ void RasterizerSceneGLES2::initialize() {
int cube_size = max_shadow_cubemap_sampler_size;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
while (cube_size >= 32) {
ShadowCubeMap cube;

View file

@ -120,6 +120,20 @@ PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT
#define GL_MAX_SAMPLES 0x8D57
#endif //!GLES_OVER_GL
void RasterizerStorageGLES2::GLWrapper::initialize(int p_max_texture_image_units) {
texture_unit_table.create(p_max_texture_image_units);
}
void RasterizerStorageGLES2::GLWrapper::reset() {
for (uint32_t i = 0; i < texture_units_bound.size(); i++) {
::glActiveTexture(GL_TEXTURE0 + texture_units_bound[i]);
glBindTexture(GL_TEXTURE_2D, 0);
}
texture_units_bound.clear();
texture_unit_table.blank();
}
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
@ -599,7 +613,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
texture->compressed = compressed;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_type == VS::TEXTURE_TYPE_EXTERNAL) {
@ -669,7 +683,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
PoolVector<uint8_t>::Read read = img->get_data().read();
ERR_FAIL_COND(!read.ptr());
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
@ -798,7 +812,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
@ -860,7 +874,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
@ -902,7 +916,7 @@ void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags)
texture->flags = p_flags;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
@ -990,7 +1004,7 @@ void RasterizerStorageGLES2::texture_bind(RID p_texture, uint32_t p_texture_no)
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
gl_wrapper.gl_active_texture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
@ -1180,7 +1194,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -1188,7 +1202,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -1197,7 +1211,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// New cubemap that will hold the mipmaps with different roughness values
glActiveTexture(GL_TEXTURE2);
gl_wrapper.gl_active_texture(GL_TEXTURE2);
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
@ -1237,7 +1251,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// third, render to the framebuffer using separate textures, then copy to mipmaps
while (size >= 1) {
//make framebuffer size the texture size, need to use a separate texture for compatibility
glActiveTexture(GL_TEXTURE3);
gl_wrapper.gl_active_texture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
@ -1251,7 +1265,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glViewport(0, 0, size, size);
bind_quad_array();
glActiveTexture(GL_TEXTURE2); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE2); //back to panorama
for (int i = 0; i < 6; i++) {
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
@ -1277,7 +1291,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
// restore ranges
glActiveTexture(GL_TEXTURE2); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE2); //back to panorama
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -1285,18 +1299,18 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE3); //back to panorama
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
//reset flags on Sky Texture that may have changed
texture_set_flags(sky->panorama, texture->flags);
// Framebuffer did its job. thank mr framebuffer
glActiveTexture(GL_TEXTURE0); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE0); //back to panorama
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
@ -3653,7 +3667,7 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
skeleton->use_2d = p_2d_skeleton;
if (!config.use_skeleton_software) {
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
#ifdef GLES_OVER_GL
@ -4164,7 +4178,7 @@ void RasterizerStorageGLES2::update_dirty_skeletons() {
return;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
Skeleton *skeleton = skeleton_update_list.first()->self();
@ -5786,7 +5800,7 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
@ -6486,6 +6500,7 @@ void RasterizerStorageGLES2::initialize() {
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
gl_wrapper.initialize(config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, config.max_viewport_dimensions);
@ -6539,7 +6554,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
whitetexdata[i] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6551,7 +6566,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
blacktexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6563,7 +6578,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 4; i++) {
transparenttexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.transparent_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, transparenttexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6577,7 +6592,7 @@ void RasterizerStorageGLES2::initialize() {
normaltexdata[i + 1] = 128;
normaltexdata[i + 2] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6591,7 +6606,7 @@ void RasterizerStorageGLES2::initialize() {
anisotexdata[i + 1] = 128;
anisotexdata[i + 2] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6614,7 +6629,7 @@ void RasterizerStorageGLES2::initialize() {
if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
uint8_t radical_inverse[512];

View file

@ -31,6 +31,7 @@
#ifndef RASTERIZER_STORAGE_GLES2_H
#define RASTERIZER_STORAGE_GLES2_H
#include "core/bitfield_dynamic.h"
#include "core/pool_vector.h"
#include "core/self_list.h"
#include "drivers/gles_common/rasterizer_asserts.h"
@ -45,6 +46,8 @@
class RasterizerCanvasGLES2;
class RasterizerSceneGLES2;
#define WRAPPED_GL_ACTIVE_TEXTURE storage->gl_wrapper.gl_active_texture
class RasterizerStorageGLES2 : public RasterizerStorage {
public:
RasterizerCanvasGLES2 *canvas;
@ -1347,6 +1350,27 @@ public:
} frame;
struct GLWrapper {
mutable BitFieldDynamic texture_unit_table;
mutable LocalVector<uint32_t> texture_units_bound;
void gl_active_texture(GLenum p_texture) const {
::glActiveTexture(p_texture);
p_texture -= GL_TEXTURE0;
// Check for below zero and above max in one check.
ERR_FAIL_COND((unsigned int)p_texture >= texture_unit_table.get_num_bits());
// Set if the first occurrence in the table.
if (texture_unit_table.check_and_set(p_texture)) {
texture_units_bound.push_back(p_texture);
}
}
void initialize(int p_max_texture_image_units);
void reset();
} gl_wrapper;
void initialize();
void finalize();

View file

@ -221,7 +221,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = nullptr;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
@ -235,7 +235,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
texture->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
state.current_tex_ptr = texture;
@ -244,7 +244,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
}
} else {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
state.current_tex = RID();
state.current_tex_ptr = nullptr;
@ -259,7 +259,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
if (!normal_map) {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
@ -270,7 +270,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
@ -278,7 +278,7 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture
} else {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
}
@ -734,7 +734,7 @@ void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
}
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.bind();
@ -752,7 +752,7 @@ void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
@ -766,7 +766,7 @@ void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
@ -954,11 +954,11 @@ void RasterizerCanvasBaseGLES3::reset_canvas() {
//use for reading from screen
if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@ -1047,7 +1047,7 @@ void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
} else if (black_margin[MARGIN_LEFT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
@ -1059,7 +1059,7 @@ void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
} else if (black_margin[MARGIN_RIGHT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
@ -1073,7 +1073,7 @@ void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
} else if (black_margin[MARGIN_TOP]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
@ -1087,7 +1087,7 @@ void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
} else if (black_margin[MARGIN_BOTTOM]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));

View file

@ -134,7 +134,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
} else {
@ -186,7 +186,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE2 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
@ -403,7 +403,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
if (has_shadow) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, cls->distance);
/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
@ -411,7 +411,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -421,7 +421,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
_legacy_canvas_item_render_commands(p_ci, r_ris.current_clip, reclip, nullptr); //redraw using light
}
@ -1220,7 +1220,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
} else {
@ -1273,7 +1273,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE2 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
@ -1514,7 +1514,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
if (has_shadow) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, cls->distance);
/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
@ -1522,7 +1522,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -1532,7 +1532,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
// redraw using light.
// if there is no clip item, we can consider scissoring to the intersection area between the light and the item
@ -1903,7 +1903,7 @@ void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list
state.current_tex = RID();
state.current_tex_ptr = nullptr;
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
// state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
@ -1911,7 +1911,7 @@ void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list
// state.current_tex_ptr = NULL;
// state.current_normal = RID();
// state.canvas_texscreen_used = false;
// glActiveTexture(GL_TEXTURE0);
// WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
if (bdata.settings_use_batching) {

View file

@ -248,6 +248,9 @@ void RasterizerGLES3::set_current_render_target(RID p_render_target) {
glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
// Unbind texture slots.
storage->gl_wrapper.reset();
}
void RasterizerGLES3::restore_render_target(bool p_3d_was_drawn) {
@ -316,7 +319,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
}
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
glBindTexture(GL_TEXTURE_2D, 0);
@ -354,7 +357,7 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
// output our texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (rt->external.fbo != 0) {
glBindTexture(GL_TEXTURE_2D, rt->external.color);
} else {
@ -394,7 +397,7 @@ void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
// output our texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);

View file

@ -166,7 +166,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size) {
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
// Create a texture for storing the depth
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glGenTextures(1, &shadow_atlas->depth);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0,
@ -525,7 +525,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
// Create a texture for storing the color
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glGenTextures(1, &reflection_atlas->color);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
@ -736,7 +736,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_inst
}
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, reflection_cubemaps[cubemap_index].cubemap);
glDisable(GL_CULL_FACE);
@ -1152,7 +1152,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
state.current_main_tex = 0;
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
@ -1590,12 +1590,12 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
t->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(t->target, t->tex_id);
restore_tex = true;
} else if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1658,7 +1658,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1863,9 +1863,9 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
// a conditioned one, the fact that async compilation is enabled is enough for us to switch to the alternative
// arrangement of texturing units.
if (storage->config.async_compilation_enabled) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 12);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 12);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
}
glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
@ -1879,9 +1879,9 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
if (storage->config.async_compilation_enabled) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 13);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 13);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
}
glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
@ -1904,10 +1904,10 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
if (lightmap && capture) {
if (e->instance->lightmap_slice == -1) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
glBindTexture(GL_TEXTURE_2D_ARRAY, lightmap->tex_id);
state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_LAYER, e->instance->lightmap_slice);
}
@ -1952,13 +1952,13 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (p_sky != nullptr) {
if (storage->config.use_texture_array_environment) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D_ARRAY, p_sky->radiance);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, p_sky->radiance);
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, p_sky->irradiance);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
@ -2162,7 +2162,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
}
}
@ -2448,7 +2448,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama);
ERR_FAIL_COND(!tex);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
tex = tex->get_ptr(); //resolve for proxies
@ -2658,7 +2658,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
@ -3109,7 +3109,7 @@ void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) {
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, p_texture);
glViewport(0, 0, storage->frame.current_rt->width * 0.5, storage->frame.current_rt->height * 0.5);
@ -3220,7 +3220,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
_copy_screen(true);
@ -3231,7 +3231,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
_copy_screen(true);
@ -3256,7 +3256,7 @@ void RasterizerSceneGLES3::_bind_depth_texture() {
if (!state.bound_depth_texture) {
ERR_FAIL_COND(!state.prepared_depth_texture);
//bind depth for read
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
state.bound_depth_texture = true;
}
@ -3304,7 +3304,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
ss[0] >>= 1;
ss[1] >>= 1;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (i == 0) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
} else {
@ -3357,11 +3357,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE, pixels_per_meter);
state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS, env->ssao_bias);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth);
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first
@ -3385,11 +3385,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis);
glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::SCREEN_SIZE), 1, ss);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[1 - i]);
if (i == 0) {
@ -3407,9 +3407,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
_copy_screen(true);
@ -3452,15 +3452,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0));
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]);
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
@ -3468,7 +3468,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
_copy_screen(true);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
@ -3507,11 +3507,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out);
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
@ -3537,10 +3537,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.resolve_shader.bind();
state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
if (env->ssr_enabled) {
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
}
@ -3570,7 +3570,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
}
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
_copy_screen(true);
@ -3610,7 +3610,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
} else {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]);
@ -3661,10 +3661,10 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -3675,7 +3675,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
_copy_screen(true);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
@ -3718,10 +3718,10 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -3744,7 +3744,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
@ -3756,7 +3756,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
} else {
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
}
@ -3779,7 +3779,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
if (env && (env->dof_blur_near_enabled || env->dof_blur_far_enabled)) {
//these needed to disable filtering, reenamble
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
@ -3803,7 +3803,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss);
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
@ -3819,7 +3819,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
int s_size = exposure_shrink_size / 3;
for (int i = 1; i < exposure_shrink.size() - 1; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[i].fbo);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, exposure_shrink[i - 1].color);
_copy_screen();
@ -3843,9 +3843,9 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[exposure_shrink.size() - 1].fbo);
glViewport(0, 0, 1, 1);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, exposure_shrink[exposure_shrink.size() - 2].color);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); //read from previous
state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST, env->auto_exposure_speed * (tick_diff / 1000000.0));
@ -3904,7 +3904,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (i == 0) {
glBindTexture(GL_TEXTURE_2D, composite_from);
@ -3913,7 +3913,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
}
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom);
@ -3935,7 +3935,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
_copy_screen();
@ -3951,7 +3951,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
if (env) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
@ -3997,7 +3997,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
@ -4006,7 +4006,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true);
glActiveTexture(GL_TEXTURE3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3);
glBindTexture(tex->target, tex->tex_id);
}
}
@ -4029,7 +4029,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
}
if (env->auto_exposure) {
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);
state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
}
@ -4115,7 +4115,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SHADOW, use_shadows);
if (use_shadows) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
@ -4124,14 +4124,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
if (storage->config.async_compilation_enabled) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
}
if (reflection_atlas && reflection_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
}
@ -4385,7 +4385,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
@ -4560,7 +4560,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
@ -4632,7 +4632,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
@ -4642,7 +4642,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
@ -4652,7 +4652,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
@ -4661,7 +4661,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
@ -4671,7 +4671,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -4885,7 +4885,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
if (storage->config.async_compilation_enabled) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
@ -4910,7 +4910,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
state.cube_to_dp_shader.bind();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glDisable(GL_CULL_FACE);
@ -5102,7 +5102,7 @@ void RasterizerSceneGLES3::initialize() {
int cube_size = max_shadow_cubemap_sampler_size;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
while (cube_size >= 32) {
ShadowCubeMap cube;
@ -5193,7 +5193,7 @@ void RasterizerSceneGLES3::initialize() {
int rcube_size = max_reflection_cubemap_sampler_size;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
bool use_float = true;

View file

@ -138,6 +138,20 @@ void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat,
GLuint RasterizerStorageGLES3::system_fbo = 0;
void RasterizerStorageGLES3::GLWrapper::initialize(int p_max_texture_image_units) {
texture_unit_table.create(p_max_texture_image_units);
}
void RasterizerStorageGLES3::GLWrapper::reset() {
for (uint32_t i = 0; i < texture_units_bound.size(); i++) {
::glActiveTexture(GL_TEXTURE0 + texture_units_bound[i]);
glBindTexture(GL_TEXTURE_2D, 0);
}
texture_units_bound.clear();
texture_unit_table.blank();
}
Ref<Image> RasterizerStorageGLES3::_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 &r_srgb, bool p_force_decompress) const {
r_compressed = false;
r_gl_format = 0;
@ -655,7 +669,7 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_
texture->mipmaps = 1;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_type == VS::TEXTURE_TYPE_EXTERNAL) {
@ -759,7 +773,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
PoolVector<uint8_t>::Read read = img->get_data().read();
ERR_FAIL_COND(!read.ptr());
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
@ -970,7 +984,7 @@ void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<I
PoolVector<uint8_t>::Read read = img->get_data().read();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
int src_data_size = img->get_data().size();
@ -1067,7 +1081,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fbo);
// back color attachment with memory, then set properties
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tmp_color_attachment);
// TODO support HDR properly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
@ -1087,7 +1101,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
glColorMask(1, 1, 1, 1);
// use volume tex for reading
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
@ -1161,7 +1175,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
@ -1248,7 +1262,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
@ -1296,7 +1310,7 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags)
texture->flags = p_flags;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
@ -1390,7 +1404,7 @@ void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no)
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
gl_wrapper.gl_active_texture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
@ -1511,7 +1525,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
@ -1525,7 +1539,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_
#endif
}
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
GLuint new_cubemap;
glGenTextures(1, &new_cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
@ -1709,7 +1723,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
#ifdef GLES_OVER_GL
@ -1741,7 +1755,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
{
//Irradiance map
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glGenTextures(1, &sky->irradiance);
glBindTexture(GL_TEXTURE_2D, sky->irradiance);
@ -1811,7 +1825,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glBindVertexArray(0);
}
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
@ -1831,7 +1845,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, false);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glDeleteFramebuffers(1, &tmp_fb);
glDeleteFramebuffers(1, &tmp_fb2);
@ -1840,7 +1854,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// Now compute radiance
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glGenTextures(1, &sky->radiance);
if (config.use_texture_array_environment) {
@ -1898,7 +1912,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
} else {
@ -1906,7 +1920,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
}
@ -1936,7 +1950,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
//restore ranges
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
@ -2029,7 +2043,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
} else {
@ -2037,7 +2051,7 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sky->radiance);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur
}
@ -5195,7 +5209,7 @@ void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool
height++;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
if (skeleton->use_2d) {
@ -5381,7 +5395,7 @@ void RasterizerStorageGLES3::update_dirty_skeletons() {
}
// TODO : Is this update necessary for 2D software skinning?
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
Skeleton *skeleton = skeleton_update_list.first()->self();
@ -6026,7 +6040,7 @@ RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_heig
gipd->depth = p_depth;
gipd->compression = GI_PROBE_UNCOMPRESSED;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glGenTextures(1, &gipd->tex_id);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
@ -6083,7 +6097,7 @@ void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, i
}
}
*/
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
glTexSubImage3D(GL_TEXTURE_3D, p_mipmap, 0, 0, p_depth_slice, gipd->width >> p_mipmap, gipd->height >> p_mipmap, p_slice_count, GL_RGBA, GL_UNSIGNED_BYTE, p_data);
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
@ -6642,7 +6656,7 @@ void RasterizerStorageGLES3::update_particles() {
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
gl_wrapper.gl_active_texture(GL_TEXTURE0 + i);
GLenum target;
GLuint tex;
@ -7015,7 +7029,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
{
/* FRONT FBO */
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
@ -7583,7 +7597,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
@ -8283,7 +8297,7 @@ void RasterizerStorageGLES3::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
whitetexdata[i] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -8295,7 +8309,7 @@ void RasterizerStorageGLES3::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
blacktexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -8307,7 +8321,7 @@ void RasterizerStorageGLES3::initialize() {
for (int i = 0; i < 8 * 8 * 4; i++) {
transparenttexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.transparent_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, transparenttexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -8321,7 +8335,7 @@ void RasterizerStorageGLES3::initialize() {
normaltexdata[i + 1] = 128;
normaltexdata[i + 2] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -8335,7 +8349,7 @@ void RasterizerStorageGLES3::initialize() {
anisotexdata[i + 1] = 128;
anisotexdata[i + 2] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -8344,14 +8358,14 @@ void RasterizerStorageGLES3::initialize() {
glGenTextures(1, &resources.depth_tex);
unsigned char depthtexdata[8 * 8 * 2] = {};
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.depth_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 8, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthtexdata);
glBindTexture(GL_TEXTURE_2D, 0);
// Opaque white color for 3D texture.
glGenTextures(1, &resources.white_tex_3d);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
@ -8359,7 +8373,7 @@ void RasterizerStorageGLES3::initialize() {
// Opaque white color for texture array.
glGenTextures(1, &resources.white_tex_array);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
@ -8368,6 +8382,7 @@ void RasterizerStorageGLES3::initialize() {
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
gl_wrapper.initialize(config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);

View file

@ -31,6 +31,7 @@
#ifndef RASTERIZER_STORAGE_GLES3_H
#define RASTERIZER_STORAGE_GLES3_H
#include "core/bitfield_dynamic.h"
#include "core/self_list.h"
#include "drivers/gles_common/rasterizer_asserts.h"
#include "servers/visual/rasterizer.h"
@ -56,6 +57,8 @@ class RasterizerSceneGLES3;
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
#define WRAPPED_GL_ACTIVE_TEXTURE storage->gl_wrapper.gl_active_texture
class RasterizerStorageGLES3 : public RasterizerStorage {
public:
RasterizerCanvasGLES3 *canvas;
@ -1501,9 +1504,29 @@ public:
float time[4];
float delta;
uint64_t count;
} frame;
struct GLWrapper {
mutable BitFieldDynamic texture_unit_table;
mutable LocalVector<uint32_t> texture_units_bound;
void gl_active_texture(GLenum p_texture) const {
::glActiveTexture(p_texture);
p_texture -= GL_TEXTURE0;
// Check for below zero and above max in one check.
ERR_FAIL_COND((unsigned int)p_texture >= texture_unit_table.get_num_bits());
// Set if the first occurrence in the table.
if (texture_unit_table.check_and_set(p_texture)) {
texture_units_bound.push_back(p_texture);
}
}
void initialize(int p_max_texture_image_units);
void reset();
} gl_wrapper;
void initialize();
void finalize();