/**************************************************************************/ /* rasterizer_gles3.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "rasterizer_gles3.h" #include "storage/utilities.h" #ifdef GLES3_ENABLED #include "core/config/project_settings.h" #include "core/os/os.h" #include "storage/texture_storage.h" #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 #define _EXT_DEBUG_SOURCE_API_ARB 0x8246 #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 #define _EXT_DEBUG_OUTPUT 0x92E0 #ifndef GLAPIENTRY #if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED) #define GLAPIENTRY APIENTRY #else #define GLAPIENTRY #endif #endif #if !defined(IOS_ENABLED) && !defined(WEB_ENABLED) // We include EGL below to get debug callback on GLES2 platforms, // but EGL is not available on iOS. #define CAN_DEBUG #endif #if !defined(GLES_OVER_GL) && defined(CAN_DEBUG) #include #include #include #include #include #endif #if defined(MINGW_ENABLED) || defined(_MSC_VER) #define strcpy strcpy_s #endif void RasterizerGLES3::begin_frame(double frame_step) { frame++; delta = frame_step; time_total += frame_step; double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); time_total = Math::fmod(time_total, time_roll_over); canvas->set_time(time_total); scene->set_time(time_total, frame_step); GLES3::Utilities *utils = GLES3::Utilities::get_singleton(); utils->_capture_timestamps_begin(); //scene->iteration(); } void RasterizerGLES3::end_frame(bool p_swap_buffers) { if (p_swap_buffers) { DisplayServer::get_singleton()->swap_buffers(); } else { glFinish(); } } #ifdef CAN_DEBUG static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { if (type == _EXT_DEBUG_TYPE_OTHER_ARB) { return; } if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) { return; //these are ultimately annoying, so removing for now } char debSource[256], debType[256], debSev[256]; if (source == _EXT_DEBUG_SOURCE_API_ARB) { strcpy(debSource, "OpenGL"); } else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) { strcpy(debSource, "Windows"); } else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) { strcpy(debSource, "Shader Compiler"); } else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) { strcpy(debSource, "Third Party"); } else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) { strcpy(debSource, "Application"); } else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) { strcpy(debSource, "Other"); } if (type == _EXT_DEBUG_TYPE_ERROR_ARB) { strcpy(debType, "Error"); } else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) { strcpy(debType, "Deprecated behavior"); } else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) { strcpy(debType, "Undefined behavior"); } else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) { strcpy(debType, "Portability"); } else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) { strcpy(debType, "Performance"); } else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) { strcpy(debType, "Other"); } if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) { strcpy(debSev, "High"); } else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) { strcpy(debSev, "Medium"); } else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) { strcpy(debSev, "Low"); } String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; ERR_PRINT(output); } #endif typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam); typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam); void RasterizerGLES3::initialize() { // NVIDIA suffixes all GPU model names with "/PCIe/SSE2" in OpenGL (but not Vulkan). This isn't necessary to display nowadays, so it can be trimmed. print_line(vformat("OpenGL API %s - Compatibility - Using Device: %s - %s", RS::get_singleton()->get_video_adapter_api_version(), RS::get_singleton()->get_video_adapter_vendor(), RS::get_singleton()->get_video_adapter_name().trim_suffix("/PCIe/SSE2"))); } void RasterizerGLES3::finalize() { memdelete(scene); memdelete(canvas); memdelete(gi); memdelete(fog); memdelete(copy_effects); memdelete(light_storage); memdelete(particles_storage); memdelete(mesh_storage); memdelete(material_storage); memdelete(texture_storage); memdelete(utilities); memdelete(config); } RasterizerGLES3 *RasterizerGLES3::singleton = nullptr; RasterizerGLES3::RasterizerGLES3() { singleton = this; #ifdef GLAD_ENABLED if (!gladLoaderLoadGL()) { ERR_PRINT("Error initializing GLAD"); // FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of // the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally, // or we need to actually test for this situation before constructing this. return; } #endif #ifdef GLAD_ENABLED if (OS::get_singleton()->is_stdout_verbose()) { if (GLAD_GL_ARB_debug_output) { glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); glDebugMessageCallbackARB(_gl_debug_print, nullptr); glEnable(_EXT_DEBUG_OUTPUT); } else { print_line("OpenGL debugging not supported!"); } } #endif // GLAD_ENABLED // For debugging #ifdef CAN_DEBUG #ifdef GLES_OVER_GL if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) { glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE); // glDebugMessageInsertARB( // GL_DEBUG_SOURCE_API_ARB, // GL_DEBUG_TYPE_OTHER_ARB, 1, // GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello"); } #else if (OS::get_singleton()->is_stdout_verbose()) { DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback"); if (!callback) { callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR"); } if (callback) { print_line("godot: ENABLING GL DEBUG"); glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); callback(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); } } #endif // GLES_OVER_GL #endif // CAN_DEBUG // OpenGL needs to be initialized before initializing the Rasterizers config = memnew(GLES3::Config); utilities = memnew(GLES3::Utilities); texture_storage = memnew(GLES3::TextureStorage); material_storage = memnew(GLES3::MaterialStorage); mesh_storage = memnew(GLES3::MeshStorage); particles_storage = memnew(GLES3::ParticlesStorage); light_storage = memnew(GLES3::LightStorage); copy_effects = memnew(GLES3::CopyEffects); gi = memnew(GLES3::GI); fog = memnew(GLES3::Fog); canvas = memnew(RasterizerCanvasGLES3()); scene = memnew(RasterizerSceneGLES3()); } RasterizerGLES3::~RasterizerGLES3() { } void RasterizerGLES3::prepare_for_blitting_render_targets() { // This is a hack, but this function is called one time after all viewports have been updated. // So it marks the end of the frame for all viewports // In the OpenGL renderer we have to call end_frame for each viewport so we can swap the // buffers for each window before proceeding to the next. // This allows us to only increment the frame after all viewports are done. GLES3::Utilities *utils = GLES3::Utilities::get_singleton(); utils->capture_timestamps_end(); } void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first) { GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target); ERR_FAIL_COND(!rt); // We normally render to the render target upside down, so flip Y when blitting to the screen. bool flip_y = true; if (rt->overridden.color.is_valid()) { // If we've overridden the render target's color texture, that means we // didn't render upside down, so we don't need to flip it. // We're probably rendering directly to an XR device. flip_y = false; } GLuint read_fbo = 0; if (rt->view_count > 1) { glGenFramebuffers(1, &read_fbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo); glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, p_layer); } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo); } glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); if (p_first) { Size2i win_size = DisplayServer::get_singleton()->window_get_size(); if (p_screen_rect.position != Vector2() || p_screen_rect.size != rt->size) { // Viewport doesn't cover entire window so clear window to black before blitting. glViewport(0, 0, win_size.width, win_size.height); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); } } Vector2i screen_rect_end = p_screen_rect.get_end(); glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); if (read_fbo != 0) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &read_fbo); } } // is this p_screen useless in a multi window environment? void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { for (int i = 0; i < p_amount; i++) { const BlitToScreen &blit = p_render_targets[i]; RID rid_rt = blit.render_target; Rect2 dst_rect = blit.dst_rect; _blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0, i == 0); } } void RasterizerGLES3::set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter) { if (p_image.is_null() || p_image->is_empty()) { return; } Size2i win_size = DisplayServer::get_singleton()->window_get_size(); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, win_size.width, win_size.height); glEnable(GL_BLEND); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); glDepthMask(GL_FALSE); glClearColor(p_color.r, p_color.g, p_color.b, 1.0); glClear(GL_COLOR_BUFFER_BIT); RID texture = texture_storage->texture_allocate(); texture_storage->texture_2d_initialize(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); Rect2 screenrect; if (p_scale) { if (win_size.width > win_size.height) { //scale horizontally screenrect.size.y = win_size.height; screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y; screenrect.position.x = (win_size.width - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = win_size.width; screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x; screenrect.position.y = (win_size.height - screenrect.size.y) / 2; } } else { screenrect = imgrect; screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor(); } // Flip Y. screenrect.position.y = win_size.y - screenrect.position.y; screenrect.size.y = -screenrect.size.y; // Normalize texture coordinates to window size. screenrect.position /= win_size; screenrect.size /= win_size; GLES3::Texture *t = texture_storage->get_texture(texture); t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, t->tex_id); copy_effects->copy_to_rect(screenrect); glBindTexture(GL_TEXTURE_2D, 0); end_frame(true); texture_storage->texture_free(texture); } #endif // GLES3_ENABLED