/**************************************************************************/ /* texture_storage.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifdef GLES3_ENABLED #include "texture_storage.h" #include "../effects/copy_effects.h" #include "../rasterizer_gles3.h" #include "config.h" #include "utilities.h" #ifdef ANDROID_ENABLED #define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR #endif using namespace GLES3; TextureStorage *TextureStorage::singleton = nullptr; TextureStorage *TextureStorage::get_singleton() { return singleton; } static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; TextureStorage::TextureStorage() { singleton = this; { //create default textures { // White Textures Ref image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1, 1, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image); Vector> images; images.push_back(image); default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY); for (int i = 0; i < 5; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP); } { Ref image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 1, 1, 1)); Vector> images; for (int i = 0; i < 4; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate(); texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images); } { // black Ref image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0, 0, 0, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image); Vector> images; for (int i = 0; i < 6; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate(); texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP); } { Ref image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color()); Vector> images; for (int i = 0; i < 4; i++) { images.push_back(image); } default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate(); texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images); } { // transparent black Ref image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0, 0, 0, 0)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image); } { Ref image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0.5, 0.5, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image); } { Ref image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1.0, 0.5, 1, 1)); image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image); } { unsigned char pixel_data[4 * 4 * 4]; for (int i = 0; i < 16; i++) { pixel_data[i * 4 + 0] = 0; pixel_data[i * 4 + 1] = 0; pixel_data[i * 4 + 2] = 0; pixel_data[i * 4 + 3] = 0; } default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate(); Texture texture; texture.width = 4; texture.height = 4; texture.format = Image::FORMAT_RGBA8; texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture); glBindTexture(GL_TEXTURE_2D, texture.tex_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data); GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 4, "Default uint texture"); texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } { uint16_t pixel_data[4 * 4]; for (int i = 0; i < 16; i++) { pixel_data[i] = Math::make_half_float(1.0f); } default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate(); Texture texture; texture.width = 4; texture.height = 4; texture.format = Image::FORMAT_RGBA8; texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture); glBindTexture(GL_TEXTURE_2D, texture.tex_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data); GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, 4 * 4 * 2, "Default depth texture"); texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } } glBindTexture(GL_TEXTURE_2D, 0); { // Atlas Texture initialize. uint8_t pixel_data[4 * 4 * 4]; for (int i = 0; i < 16; i++) { pixel_data[i * 4 + 0] = 0; pixel_data[i * 4 + 1] = 0; pixel_data[i * 4 + 2] = 0; pixel_data[i * 4 + 3] = 255; } glGenTextures(1, &texture_atlas.texture); glBindTexture(GL_TEXTURE_2D, texture_atlas.texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data); GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, 4 * 4 * 4, "Texture atlas (Default)"); } glBindTexture(GL_TEXTURE_2D, 0); { sdf_shader.shader.initialize(); sdf_shader.shader_version = sdf_shader.shader.version_create(); } #ifdef GL_API_ENABLED if (RasterizerGLES3::is_gles_over_gl()) { glEnable(GL_PROGRAM_POINT_SIZE); } #endif // GL_API_ENABLED } TextureStorage::~TextureStorage() { singleton = nullptr; for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) { texture_free(default_gl_textures[i]); } if (texture_atlas.texture != 0) { GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture); } texture_atlas.texture = 0; glDeleteFramebuffers(1, &texture_atlas.framebuffer); texture_atlas.framebuffer = 0; sdf_shader.shader.version_free(sdf_shader.shader_version); } //TODO, move back to storage bool TextureStorage::can_create_resources_async() const { return false; } /* Canvas Texture API */ RID TextureStorage::canvas_texture_allocate() { return canvas_texture_owner.allocate_rid(); } void TextureStorage::canvas_texture_initialize(RID p_rid) { canvas_texture_owner.initialize_rid(p_rid); } void TextureStorage::canvas_texture_free(RID p_rid) { canvas_texture_owner.free(p_rid); } void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ERR_FAIL_NULL(ct); switch (p_channel) { case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { ct->diffuse = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { ct->normal_map = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { ct->specular = p_texture; } break; } } void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ERR_FAIL_NULL(ct); ct->specular_color.r = p_specular_color.r; ct->specular_color.g = p_specular_color.g; ct->specular_color.b = p_specular_color.b; ct->specular_color.a = p_shininess; } void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ERR_FAIL_NULL(ct); ct->texture_filter = p_filter; } void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); ERR_FAIL_NULL(ct); ct->texture_repeat = p_repeat; } /* Texture API */ Ref TextureStorage::_get_gl_image_and_format(const Ref &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { Config *config = Config::get_singleton(); r_gl_format = 0; Ref image = p_image; r_compressed = false; r_real_format = p_format; bool need_decompress = false; bool decompress_ra_to_rg = false; switch (p_format) { case Image::FORMAT_L8: { if (RasterizerGLES3::is_gles_over_gl()) { r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; } else { r_gl_internal_format = GL_LUMINANCE; r_gl_format = GL_LUMINANCE; r_gl_type = GL_UNSIGNED_BYTE; } } break; case Image::FORMAT_LA8: { if (RasterizerGLES3::is_gles_over_gl()) { r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; } else { r_gl_internal_format = GL_LUMINANCE_ALPHA; r_gl_format = GL_LUMINANCE_ALPHA; r_gl_type = GL_UNSIGNED_BYTE; } } break; case Image::FORMAT_R8: { r_gl_internal_format = GL_R8; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RG8: { r_gl_internal_format = GL_RG8; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGB8: { r_gl_internal_format = GL_RGB8; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA8; r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGBA4444: { r_gl_internal_format = GL_RGBA4; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; } break; case Image::FORMAT_RF: { r_gl_internal_format = GL_R32F; r_gl_format = GL_RED; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGF: { r_gl_internal_format = GL_RG32F; r_gl_format = GL_RG; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBF: { r_gl_internal_format = GL_RGB32F; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGBAF: { r_gl_internal_format = GL_RGBA32F; r_gl_format = GL_RGBA; r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RH: { r_gl_internal_format = GL_R16F; r_gl_format = GL_RED; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGH: { r_gl_internal_format = GL_RG16F; r_gl_format = GL_RG; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBH: { r_gl_internal_format = GL_RGB16F; r_gl_format = GL_RGB; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBAH: { r_gl_internal_format = GL_RGBA16F; r_gl_format = GL_RGBA; r_gl_type = GL_HALF_FLOAT; } break; case Image::FORMAT_RGBE9995: { r_gl_internal_format = GL_RGB9_E5; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV; } break; case Image::FORMAT_DXT1: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT3: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_DXT5: { if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_R: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_RGTC_RG: { if (config->rgtc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBA: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBF: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_BPTC_RGBFU: { if (config->bptc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; r_gl_format = GL_RGB; r_gl_type = GL_FLOAT; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_R11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_R11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC; r_gl_format = GL_RED; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RG11S: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC; r_gl_format = GL_RG; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC: case Image::FORMAT_ETC2_RGB8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2; r_gl_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGBA8: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RGB8A1: { if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ETC2_RA_AS_RG: { #ifndef WEB_ENABLED if (config->etc2_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA8_ETC2_EAC; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else #endif { need_decompress = true; } decompress_ra_to_rg = true; } break; case Image::FORMAT_DXT5_RA_AS_RG: { #ifndef WEB_ENABLED if (config->s3tc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else #endif { need_decompress = true; } decompress_ra_to_rg = true; } break; case Image::FORMAT_ASTC_4x4: { if (config->astc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ASTC_4x4_HDR: { if (config->astc_hdr_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ASTC_8x8: { if (config->astc_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; case Image::FORMAT_ASTC_8x8_HDR: { if (config->astc_hdr_supported) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; } else { need_decompress = true; } } break; default: { ERR_FAIL_V_MSG(Ref(), "The image format " + itos(p_format) + " is not supported by the GL Compatibility rendering backend."); } } if (need_decompress || p_force_decompress) { if (!image.is_null()) { image = image->duplicate(); image->decompress(); ERR_FAIL_COND_V(image->is_compressed(), image); if (decompress_ra_to_rg) { image->convert_ra_rgba8_to_rg(); image->convert(Image::FORMAT_RG8); } switch (image->get_format()) { case Image::FORMAT_RG8: { r_gl_format = GL_RG; r_gl_internal_format = GL_RG8; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RG8; r_compressed = false; } break; case Image::FORMAT_RGB8: { r_gl_format = GL_RGB; r_gl_internal_format = GL_RGB; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGB8; r_compressed = false; } break; case Image::FORMAT_RGBA8: { r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; default: { image->convert(Image::FORMAT_RGBA8); r_gl_format = GL_RGBA; r_gl_internal_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_real_format = Image::FORMAT_RGBA8; r_compressed = false; } break; } } return image; } return p_image; } RID TextureStorage::texture_allocate() { return texture_owner.allocate_rid(); } void TextureStorage::texture_free(RID p_texture) { Texture *t = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(t); ERR_FAIL_COND(t->is_render_target); if (t->canvas_texture) { memdelete(t->canvas_texture); } bool must_free_data = false; if (t->is_proxy) { if (t->proxy_to.is_valid()) { Texture *proxy_to = texture_owner.get_or_null(t->proxy_to); if (proxy_to) { proxy_to->proxies.erase(p_texture); } } } else { must_free_data = t->tex_id != 0 && !t->is_external; } if (must_free_data) { GLES3::Utilities::get_singleton()->texture_free_data(t->tex_id); t->tex_id = 0; } texture_atlas_remove_texture(p_texture); for (int i = 0; i < t->proxies.size(); i++) { Texture *p = texture_owner.get_or_null(t->proxies[i]); ERR_CONTINUE(!p); p->proxy_to = RID(); p->tex_id = 0; } texture_owner.free(p_texture); } void TextureStorage::texture_2d_initialize(RID p_texture, const Ref &p_image) { ERR_FAIL_COND(p_image.is_null()); Texture texture; texture.width = p_image->get_width(); texture.height = p_image->get_height(); texture.alloc_width = texture.width; texture.alloc_height = texture.height; texture.mipmaps = p_image->get_mipmap_count() + 1; texture.format = p_image->get_format(); texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; _get_gl_image_and_format(Ref(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); texture.total_data_size = p_image->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps); texture.active = true; glGenTextures(1, &texture.tex_id); GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 2D"); texture_owner.initialize_rid(p_texture, texture); texture_set_data(p_texture, p_image); } void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) { ERR_FAIL_COND(p_layers.is_empty()); ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6); ERR_FAIL_COND_MSG(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY, "Cubemap Arrays are not supported in the GL Compatibility backend."); const Ref &image = p_layers[0]; { int valid_width = 0; int valid_height = 0; bool valid_mipmaps = false; Image::Format valid_format = Image::FORMAT_MAX; for (int i = 0; i < p_layers.size(); i++) { ERR_FAIL_COND(p_layers[i]->is_empty()); if (i == 0) { valid_width = p_layers[i]->get_width(); valid_height = p_layers[i]->get_height(); valid_format = p_layers[i]->get_format(); valid_mipmaps = p_layers[i]->has_mipmaps(); } else { ERR_FAIL_COND(p_layers[i]->get_width() != valid_width); ERR_FAIL_COND(p_layers[i]->get_height() != valid_height); ERR_FAIL_COND(p_layers[i]->get_format() != valid_format); ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps); } } } Texture texture; texture.width = image->get_width(); texture.height = image->get_height(); texture.alloc_width = texture.width; texture.alloc_height = texture.height; texture.mipmaps = image->get_mipmap_count() + 1; texture.format = image->get_format(); texture.type = Texture::TYPE_LAYERED; texture.layered_type = p_layered_type; texture.target = p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D_ARRAY; texture.layers = p_layers.size(); _get_gl_image_and_format(Ref(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); texture.total_data_size = p_layers[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.layers; texture.active = true; glGenTextures(1, &texture.tex_id); GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture Layered"); texture_owner.initialize_rid(p_texture, texture); for (int i = 0; i < p_layers.size(); i++) { _texture_set_data(p_texture, p_layers[i], i, i == 0); } } void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) { ERR_FAIL_COND(p_data.is_empty()); Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr)); Ref image = p_data[0]; int mipmap_count = 0; { Size2i prev_size; for (int i = 0; i < p_data.size(); i++) { Size2i img_size(p_data[i]->get_width(), p_data[i]->get_height()); if (img_size != prev_size) { mipmap_count++; } prev_size = img_size; } } Texture texture; texture.width = p_width; texture.height = p_height; texture.depth = p_depth; texture.alloc_width = texture.width; texture.alloc_height = texture.height; texture.mipmaps = mipmap_count; texture.format = image->get_format(); texture.type = Texture::TYPE_3D; texture.target = GL_TEXTURE_3D; _get_gl_image_and_format(Ref(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); texture.total_data_size = p_data[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.depth; texture.active = true; glGenTextures(1, &texture.tex_id); GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture 3D"); texture_owner.initialize_rid(p_texture, texture); _texture_set_3d_data(p_texture, p_data, true); } // Called internally when texture_proxy_create(p_base) is called. // Note: p_base is the root and p_texture is the proxy. void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { Texture *texture = texture_owner.get_or_null(p_base); ERR_FAIL_NULL(texture); Texture proxy_tex; proxy_tex.copy_from(*texture); proxy_tex.proxy_to = p_base; proxy_tex.is_render_target = false; proxy_tex.is_proxy = true; proxy_tex.proxies.clear(); texture->proxies.push_back(p_texture); texture_owner.initialize_rid(p_texture, proxy_tex); } RID TextureStorage::texture_create_external(GLES3::Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) { Texture texture; texture.active = true; texture.is_external = true; texture.type = p_type; switch (p_type) { case Texture::TYPE_2D: { texture.target = GL_TEXTURE_2D; } break; case Texture::TYPE_3D: { texture.target = GL_TEXTURE_3D; } break; case Texture::TYPE_LAYERED: { texture.target = GL_TEXTURE_2D_ARRAY; } break; } texture.real_format = texture.format = p_format; texture.tex_id = p_image; texture.alloc_width = texture.width = p_width; texture.alloc_height = texture.height = p_height; texture.depth = p_depth; texture.layers = p_layers; texture.layered_type = p_layered_type; return texture_owner.make_rid(texture); } void TextureStorage::texture_2d_update(RID p_texture, const Ref &p_image, int p_layer) { texture_set_data(p_texture, p_image, p_layer); Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(tex); GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size); #ifdef TOOLS_ENABLED tex->image_cache_2d.unref(); #endif } void TextureStorage::texture_3d_update(RID p_texture, const Vector> &p_data) { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(tex); ERR_FAIL_COND(tex->type != Texture::TYPE_3D); Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data); ERR_FAIL_COND_MSG(verr != Image::VALIDATE_3D_OK, Image::get_3d_image_validation_error_text(verr)); _texture_set_3d_data(p_texture, p_data, false); GLES3::Utilities::get_singleton()->texture_resize_data(tex->tex_id, tex->total_data_size); } void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { Texture *tex = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(tex); ERR_FAIL_COND(!tex->is_proxy); Texture *proxy_to = texture_owner.get_or_null(p_proxy_to); ERR_FAIL_NULL(proxy_to); ERR_FAIL_COND(proxy_to->is_proxy); if (tex->proxy_to.is_valid()) { Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to); ERR_FAIL_NULL(prev_tex); prev_tex->proxies.erase(p_texture); } *tex = *proxy_to; tex->proxy_to = p_proxy_to; tex->is_render_target = false; tex->is_proxy = true; tex->proxies.clear(); tex->canvas_texture = nullptr; tex->tex_id = 0; proxy_to->proxies.push_back(p_texture); } void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); } void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector> images; if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { images.push_back(image); } else { //cube for (int i = 0; i < 6; i++) { images.push_back(image); } } texture_2d_layered_initialize(p_texture, images, p_layered_type); } void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working Ref image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector> images; //cube for (int i = 0; i < 4; i++) { images.push_back(image); } texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images); } Ref TextureStorage::texture_2d_get(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Ref()); #ifdef TOOLS_ENABLED if (texture->image_cache_2d.is_valid() && !texture->is_render_target) { return texture->image_cache_2d; } #endif Ref image; #ifdef GL_API_ENABLED if (RasterizerGLES3::is_gles_over_gl()) { // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels. // It also allows for reading compressed textures, mipmaps, and more formats. Vector data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1); data.resize(data_size * 2); // Add some memory at the end, just in case for buggy drivers. uint8_t *w = data.ptrw(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); for (int i = 0; i < texture->mipmaps; i++) { int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i); if (texture->compressed) { glPixelStorei(GL_PACK_ALIGNMENT, 4); glGetCompressedTexImage(texture->target, i, &w[ofs]); } else { glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]); } } data.resize(data_size); ERR_FAIL_COND_V(data.is_empty(), Ref()); image = Image::create_from_data(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, texture->real_format, data); ERR_FAIL_COND_V(image->is_empty(), Ref()); if (texture->format != texture->real_format) { image->convert(texture->format); } } #endif // GL_API_ENABLED #ifdef GLES_API_ENABLED if (!RasterizerGLES3::is_gles_over_gl()) { Vector data; // On web and mobile we always read an RGBA8 image with no mipmaps. int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); data.resize(data_size * 2); // Add some memory at the end, just in case for buggy drivers. uint8_t *w = data.ptrw(); GLuint temp_framebuffer; glGenFramebuffers(1, &temp_framebuffer); GLuint temp_color_texture; glGenTextures(1, &temp_color_texture); glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); glBindTexture(GL_TEXTURE_2D, temp_color_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_GEQUAL); glColorMask(1, 1, 1, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture->tex_id); glViewport(0, 0, texture->alloc_width, texture->alloc_height); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0)); glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glDeleteTextures(1, &temp_color_texture); glDeleteFramebuffers(1, &temp_framebuffer); data.resize(data_size); ERR_FAIL_COND_V(data.is_empty(), Ref()); image = Image::create_from_data(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data); ERR_FAIL_COND_V(image->is_empty(), Ref()); if (texture->format != Image::FORMAT_RGBA8) { image->convert(texture->format); } if (texture->mipmaps > 1) { image->generate_mipmaps(); } } #endif // GLES_API_ENABLED #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { texture->image_cache_2d = image; } #endif return image; } Ref TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Ref()); Vector data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers uint8_t *w = data.ptrw(); GLuint temp_framebuffer; glGenFramebuffers(1, &temp_framebuffer); GLuint temp_color_texture; glGenTextures(1, &temp_color_texture); glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); glBindTexture(GL_TEXTURE_2D, temp_color_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); glColorMask(1, 1, 1, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, texture->tex_id); glViewport(0, 0, texture->alloc_width, texture->alloc_height); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), p_layer, Texture::TYPE_LAYERED); glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glDeleteTextures(1, &temp_color_texture); glDeleteFramebuffers(1, &temp_framebuffer); data.resize(data_size); ERR_FAIL_COND_V(data.is_empty(), Ref()); Ref image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data); ERR_FAIL_COND_V(image->is_empty(), Ref()); if (texture->format != Image::FORMAT_RGBA8) { image->convert(texture->format); } if (texture->mipmaps > 1) { image->generate_mipmaps(); } return image; } Vector> TextureStorage::_texture_3d_read_framebuffer(GLES3::Texture *p_texture) const { ERR_FAIL_NULL_V(p_texture, Vector>()); Vector> ret; Vector data; int width = p_texture->width; int height = p_texture->height; int depth = p_texture->depth; for (int mipmap_level = 0; mipmap_level < p_texture->mipmaps; mipmap_level++) { int data_size = Image::get_image_data_size(width, height, Image::FORMAT_RGBA8, false); glViewport(0, 0, width, height); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); for (int layer = 0; layer < depth; layer++) { data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers uint8_t *w = data.ptrw(); float layer_f = layer / float(depth); CopyEffects::get_singleton()->copy_to_rect_3d(Rect2i(0, 0, 1, 1), layer_f, Texture::TYPE_3D, mipmap_level); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]); data.resize(data_size); ERR_FAIL_COND_V(data.is_empty(), Vector>()); Ref img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, data); ERR_FAIL_COND_V(img->is_empty(), Vector>()); if (p_texture->format != Image::FORMAT_RGBA8) { img->convert(p_texture->format); } ret.push_back(img); } width = MAX(1, width >> 1); height = MAX(1, height >> 1); depth = MAX(1, depth >> 1); } return ret; } Vector> TextureStorage::texture_3d_get(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Vector>()); ERR_FAIL_COND_V(texture->type != Texture::TYPE_3D, Vector>()); #ifdef TOOLS_ENABLED if (!texture->image_cache_3d.is_empty() && !texture->is_render_target) { return texture->image_cache_3d; } #endif GLuint temp_framebuffer; glGenFramebuffers(1, &temp_framebuffer); GLuint temp_color_texture; glGenTextures(1, &temp_color_texture); glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); glBindTexture(GL_TEXTURE_2D, temp_color_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); glColorMask(1, 1, 1, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_3D, texture->tex_id); Vector> ret = _texture_3d_read_framebuffer(texture); glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glDeleteTextures(1, &temp_color_texture); glDeleteFramebuffers(1, &temp_framebuffer); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { texture->image_cache_3d = ret; } #endif return ret; } void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { Texture *tex_to = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(tex_to); ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy Texture *tex_from = texture_owner.get_or_null(p_by_texture); ERR_FAIL_NULL(tex_from); ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy if (tex_to == tex_from) { return; } if (tex_to->canvas_texture) { memdelete(tex_to->canvas_texture); tex_to->canvas_texture = nullptr; } if (tex_to->tex_id) { GLES3::Utilities::get_singleton()->texture_free_data(tex_to->tex_id); tex_to->tex_id = 0; } Vector proxies_to_update = tex_to->proxies; Vector proxies_to_redirect = tex_from->proxies; *tex_to = *tex_from; tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated if (tex_to->canvas_texture) { tex_to->canvas_texture->diffuse = p_texture; //update } for (int i = 0; i < proxies_to_update.size(); i++) { texture_proxy_update(proxies_to_update[i], p_texture); } for (int i = 0; i < proxies_to_redirect.size(); i++) { texture_proxy_update(proxies_to_redirect[i], p_texture); } //delete last, so proxies can be updated texture_owner.free(p_by_texture); texture_atlas_mark_dirty_on_texture(p_texture); } void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); ERR_FAIL_COND(texture->is_render_target); ERR_FAIL_COND(p_width <= 0 || p_width > 16384); ERR_FAIL_COND(p_height <= 0 || p_height > 16384); //real texture size is in alloc width and height texture->width = p_width; texture->height = p_height; } void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); texture->path = p_path; } String TextureStorage::texture_get_path(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, ""); return texture->path; } void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); texture->detect_3d_callback = p_callback; texture->detect_3d_callback_ud = p_userdata; } void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { } void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); texture->detect_normal_callback = p_callback; texture->detect_normal_callback_ud = p_userdata; } void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); texture->detect_roughness_callback = p_callback; texture->detect_roughness_callback_ud = p_userdata; } void TextureStorage::texture_debug_usage(List *r_info) { List textures; texture_owner.get_owned_list(&textures); for (List::Element *E = textures.front(); E; E = E->next()) { Texture *t = texture_owner.get_or_null(E->get()); if (!t) { continue; } RS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; tinfo.width = t->alloc_width; tinfo.height = t->alloc_height; tinfo.bytes = t->total_data_size; switch (t->type) { case Texture::TYPE_3D: tinfo.depth = t->depth; break; case Texture::TYPE_LAYERED: tinfo.depth = t->layers; break; default: tinfo.depth = 0; break; } r_info->push_back(tinfo); } } void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); texture->redraw_if_visible = p_enable; } Size2 TextureStorage::texture_size_with_proxy(RID p_texture) { const Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Size2()); if (texture->is_proxy) { const Texture *proxy = texture_owner.get_or_null(texture->proxy_to); return Size2(proxy->width, proxy->height); } else { return Size2(texture->width, texture->height); } } void TextureStorage::texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type) { } RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const { return RID(); } uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) const { const Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, 0); return texture->tex_id; } void TextureStorage::texture_set_data(RID p_texture, const Ref &p_image, int p_layer) { _texture_set_data(p_texture, p_image, p_layer, false); } void TextureStorage::_texture_set_data(RID p_texture, const Ref &p_image, int p_layer, bool p_initialize) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); if (texture->target == GL_TEXTURE_3D) { // Target is set to a 3D texture or array texture, exit early to avoid spamming errors return; } ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->is_render_target); ERR_FAIL_COND(p_image.is_null()); ERR_FAIL_COND(texture->format != p_image->get_format()); ERR_FAIL_COND(!p_image->get_width()); ERR_FAIL_COND(!p_image->get_height()); GLenum type; GLenum format; GLenum internal_format; bool compressed = false; Image::Format real_format; Ref img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2); ERR_FAIL_COND(img.is_null()); if (texture->resize_to_po2) { if (p_image->is_compressed()) { ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); } if (img == p_image) { img = img->duplicate(); } img->resize_to_po2(false); } GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : texture->target; Vector read = img->get_data(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); _texture_set_swizzle(texture, real_format); int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1; // Set filtering and repeat state to default. if (mipmaps > 1) { texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); } else { texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); int w = img->get_width(); int h = img->get_height(); int tsize = 0; for (int i = 0; i < mipmaps; i++) { int64_t size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); if (compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); if (texture->target == GL_TEXTURE_2D_ARRAY) { if (p_initialize) { glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, size * texture->layers, nullptr); } glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, internal_format, size, &read[ofs]); } else { glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]); } } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (texture->target == GL_TEXTURE_2D_ARRAY) { if (p_initialize) { glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr); } glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); } } tsize += size; w = MAX(1, w >> 1); h = MAX(1, h >> 1); } if (texture->target == GL_TEXTURE_CUBE_MAP || texture->target == GL_TEXTURE_2D_ARRAY) { texture->total_data_size = tsize * texture->layers; } else { texture->total_data_size = tsize; } texture->stored_cube_sides |= (1 << p_layer); texture->mipmaps = mipmaps; } void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector> &p_data, bool p_initialize) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->is_render_target); ERR_FAIL_COND(texture->target != GL_TEXTURE_3D); ERR_FAIL_COND(p_data.is_empty()); GLenum type; GLenum format; GLenum internal_format; bool compressed = false; Image::Format real_format; Ref img = _get_gl_image_and_format(p_data[0], p_data[0]->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2); ERR_FAIL_COND(img.is_null()); ERR_FAIL_COND_MSG(compressed, "Compressed 3D textures are not supported in the GL Compatibility backend."); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); _texture_set_swizzle(texture, texture->real_format); // Set filtering and repeat state to default. if (texture->mipmaps > 1) { texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); } else { texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); } texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); Vector> images; images.resize(p_data.size()); for (int i = 0; i < p_data.size(); i++) { Ref image = p_data[i]; if (image->get_format() != texture->format) { image = image->duplicate(); image->convert(texture->format); } images.write[i] = image; } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); int all_data_size = 0; int mipmap_level = 0; int layer = 0; int depth = texture->depth; Size2i prev_size(images[0]->get_width(), images[0]->get_height()); for (int i = 0; i < images.size(); i++) { Ref image = images[i]; Size2i img_size(image->get_width(), image->get_height()); if (img_size != prev_size) { mipmap_level++; depth = MAX(1, depth >> 1); layer = 0; } prev_size = img_size; all_data_size += image->get_data().size(); if (layer == 0 && p_initialize) { glTexImage3D(GL_TEXTURE_3D, mipmap_level, internal_format, img_size.width, img_size.height, depth, 0, format, type, nullptr); } glTexSubImage3D(GL_TEXTURE_3D, mipmap_level, 0, 0, layer, img_size.width, img_size.height, 1, format, type, image->get_data().ptr()); layer++; } texture->total_data_size = all_data_size; texture->mipmaps = mipmap_level + 1; #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { texture->image_cache_3d = images; } #endif } void TextureStorage::_texture_set_swizzle(GLES3::Texture *p_texture, Image::Format p_real_format) { #ifndef WEB_ENABLED switch (p_texture->format) { case Image::FORMAT_L8: { if (RasterizerGLES3::is_gles_over_gl()) { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE); } else { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } } break; case Image::FORMAT_LA8: { if (RasterizerGLES3::is_gles_over_gl()) { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN); } else { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } } break; case Image::FORMAT_ETC2_RA_AS_RG: case Image::FORMAT_DXT5_RA_AS_RG: { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); if (p_texture->format == p_real_format) { // Swizzle RA from compressed texture into RG. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_ALPHA); } else { // Converted textures are already in RG, leave as-is. glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); } glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_ZERO); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE); } break; default: { glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(p_texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } break; } #endif // WEB_ENABLED } Image::Format TextureStorage::texture_get_format(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Image::FORMAT_L8); return texture->format; } uint32_t TextureStorage::texture_get_texid(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, 0); return texture->tex_id; } Vector3i TextureStorage::texture_get_size(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, Vector3i(0, 0, 0)); return Vector3i(texture->width, texture->height, texture->depth); } uint32_t TextureStorage::texture_get_width(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, 0); return texture->width; } uint32_t TextureStorage::texture_get_height(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, 0); return texture->height; } uint32_t TextureStorage::texture_get_depth(RID p_texture) const { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL_V(texture, 0); return texture->depth; } void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) { Texture *texture = texture_owner.get_or_null(p_texture); ERR_FAIL_NULL(texture); glActiveTexture(GL_TEXTURE0 + p_texture_no); glBindTexture(texture->target, texture->tex_id); } /* TEXTURE ATLAS API */ void TextureStorage::texture_add_to_texture_atlas(RID p_texture) { if (!texture_atlas.textures.has(p_texture)) { TextureAtlas::Texture t; t.users = 1; texture_atlas.textures[p_texture] = t; texture_atlas.dirty = true; } else { TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture); t->users++; } } void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) { TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture); ERR_FAIL_NULL(t); t->users--; if (t->users == 0) { texture_atlas.textures.erase(p_texture); // Do not mark it dirty, there is no need to since it remains working. } } void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) { if (texture_atlas.textures.has(p_texture)) { texture_atlas.dirty = true; // Mark it dirty since it was most likely modified. } } void TextureStorage::texture_atlas_remove_texture(RID p_texture) { if (texture_atlas.textures.has(p_texture)) { texture_atlas.textures.erase(p_texture); // There is not much a point of making it dirty, texture can be removed next time the atlas is updated. } } GLuint TextureStorage::texture_atlas_get_texture() const { return texture_atlas.texture; } void TextureStorage::update_texture_atlas() { CopyEffects *copy_effects = CopyEffects::get_singleton(); ERR_FAIL_NULL(copy_effects); if (!texture_atlas.dirty) { return; //nothing to do } texture_atlas.dirty = false; if (texture_atlas.texture != 0) { GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture); texture_atlas.texture = 0; glDeleteFramebuffers(1, &texture_atlas.framebuffer); texture_atlas.framebuffer = 0; } const int border = 2; if (texture_atlas.textures.size()) { //generate atlas Vector itemsv; itemsv.resize(texture_atlas.textures.size()); uint32_t base_size = 8; int idx = 0; for (const KeyValue &E : texture_atlas.textures) { TextureAtlas::SortItem &si = itemsv.write[idx]; Texture *src_tex = get_texture(E.key); si.size.width = (src_tex->width / border) + 1; si.size.height = (src_tex->height / border) + 1; si.pixel_size = Size2i(src_tex->width, src_tex->height); if (base_size < (uint32_t)si.size.width) { base_size = nearest_power_of_2_templated(si.size.width); } si.texture = E.key; idx++; } //sort items by size itemsv.sort(); //attempt to create atlas int item_count = itemsv.size(); TextureAtlas::SortItem *items = itemsv.ptrw(); int atlas_height = 0; while (true) { Vector v_offsetsv; v_offsetsv.resize(base_size); int *v_offsets = v_offsetsv.ptrw(); memset(v_offsets, 0, sizeof(int) * base_size); int max_height = 0; for (int i = 0; i < item_count; i++) { //best fit TextureAtlas::SortItem &si = items[i]; int best_idx = -1; int best_height = 0x7FFFFFFF; for (uint32_t j = 0; j <= base_size - si.size.width; j++) { int height = 0; for (int k = 0; k < si.size.width; k++) { int h = v_offsets[k + j]; if (h > height) { height = h; if (height > best_height) { break; //already bad } } } if (height < best_height) { best_height = height; best_idx = j; } } //update for (int k = 0; k < si.size.width; k++) { v_offsets[k + best_idx] = best_height + si.size.height; } si.pos.x = best_idx; si.pos.y = best_height; if (si.pos.y + si.size.height > max_height) { max_height = si.pos.y + si.size.height; } } if ((uint32_t)max_height <= base_size * 2) { atlas_height = max_height; break; //good ratio, break; } base_size *= 2; } texture_atlas.size.width = base_size * border; texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border); for (int i = 0; i < item_count; i++) { TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture); t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2); t->uv_rect.size = items[i].pixel_size; t->uv_rect.position /= Size2(texture_atlas.size); t->uv_rect.size /= Size2(texture_atlas.size); } } else { texture_atlas.size.width = 4; texture_atlas.size.height = 4; } { // Atlas Texture initialize. // TODO validate texture atlas size with maximum texture size glGenTextures(1, &texture_atlas.texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture_atlas.texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, texture_atlas.size.width * texture_atlas.size.height * 4, "Texture atlas"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glGenFramebuffers(1, &texture_atlas.framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteFramebuffers(1, &texture_atlas.framebuffer); texture_atlas.framebuffer = 0; GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture); texture_atlas.texture = 0; WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status)); return; } glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, 0); } glDisable(GL_BLEND); if (texture_atlas.textures.size()) { for (const KeyValue &E : texture_atlas.textures) { TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key); Texture *src_tex = get_texture(E.key); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, src_tex->tex_id); copy_effects->copy_to_rect(t->uv_rect); } } glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); } /* DECAL API */ RID TextureStorage::decal_allocate() { return RID(); } void TextureStorage::decal_initialize(RID p_rid) { } void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) { } void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { } void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { } void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { } void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { } void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { } void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { } void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { } void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { } AABB TextureStorage::decal_get_aabb(RID p_decal) const { return AABB(); } /* RENDER TARGET API */ GLuint TextureStorage::system_fbo = 0; void TextureStorage::_update_render_target(RenderTarget *rt) { // do not allocate a render target with no size if (rt->size.x <= 0 || rt->size.y <= 0) { return; } // do not allocate a render target that is attached to the screen if (rt->direct_to_screen) { rt->fbo = system_fbo; return; } Config *config = Config::get_singleton(); if (rt->hdr) { rt->color_internal_format = GL_RGBA16F; rt->color_format = GL_RGBA; rt->color_type = GL_FLOAT; rt->color_format_size = 8; rt->image_format = Image::FORMAT_RGBAF; } else if (rt->is_transparent) { rt->color_internal_format = GL_RGBA8; rt->color_format = GL_RGBA; rt->color_type = GL_UNSIGNED_BYTE; rt->color_format_size = 4; rt->image_format = Image::FORMAT_RGBA8; } else { rt->color_internal_format = GL_RGB10_A2; rt->color_format = GL_RGBA; rt->color_type = GL_UNSIGNED_INT_2_10_10_10_REV; rt->color_format_size = 4; rt->image_format = Image::FORMAT_RGBA8; } glDisable(GL_SCISSOR_TEST); glColorMask(1, 1, 1, 1); glDepthMask(GL_FALSE); { Texture *texture; bool use_multiview = rt->view_count > 1 && config->multiview_supported; GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; /* Front FBO */ glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); // color if (rt->overridden.color.is_valid()) { texture = get_texture(rt->overridden.color); ERR_FAIL_NULL(texture); rt->color = texture->tex_id; rt->size = Size2i(texture->width, texture->height); } else { texture = get_texture(rt->texture); ERR_FAIL_NULL(texture); glGenTextures(1, &rt->color); glBindTexture(texture_target, rt->color); if (use_multiview) { glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr); } else { glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr); } texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST); texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->color, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target color texture"); } #ifndef IOS_ENABLED if (use_multiview) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count); } else { #else { #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, rt->color, 0); } // depth if (rt->overridden.depth.is_valid()) { texture = get_texture(rt->overridden.depth); ERR_FAIL_NULL(texture); rt->depth = texture->tex_id; } else { glGenTextures(1, &rt->depth); glBindTexture(texture_target, rt->depth); if (use_multiview) { glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); } else { glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); } glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target depth texture"); } #ifndef IOS_ENABLED if (use_multiview) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count); } else { #else { #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteFramebuffers(1, &rt->fbo); if (rt->overridden.color.is_null()) { GLES3::Utilities::get_singleton()->texture_free_data(rt->color); } if (rt->overridden.depth.is_null()) { GLES3::Utilities::get_singleton()->texture_free_data(rt->depth); } rt->fbo = 0; rt->size.x = 0; rt->size.y = 0; rt->color = 0; rt->depth = 0; if (rt->overridden.color.is_null()) { texture->tex_id = 0; texture->active = false; } WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status)); return; } texture->is_render_target = true; texture->render_target = rt; if (rt->overridden.color.is_null()) { texture->format = rt->image_format; texture->real_format = rt->image_format; texture->target = texture_target; if (rt->view_count > 1 && config->multiview_supported) { texture->type = Texture::TYPE_LAYERED; texture->layers = rt->view_count; } else { texture->type = Texture::TYPE_2D; texture->layers = 1; } texture->gl_format_cache = rt->color_format; texture->gl_type_cache = !rt->hdr ? GL_UNSIGNED_BYTE : GL_FLOAT; // to set HDR format size to 8 and keep 4 for LDR format texture->gl_internal_format_cache = rt->color_internal_format; texture->tex_id = rt->color; texture->width = rt->size.x; texture->alloc_width = rt->size.x; texture->height = rt->size.y; texture->alloc_height = rt->size.y; texture->active = true; } } glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); } void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized."); ERR_FAIL_COND(rt->direct_to_screen); // Allocate mipmap chains for full screen blur // Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4); if (rt->size.x > 40 && rt->size.y > 40) { GLsizei width = rt->size.x; GLsizei height = rt->size.y; rt->mipmap_count = count; glGenTextures(1, &rt->backbuffer); glBindTexture(GL_TEXTURE_2D, rt->backbuffer); uint32_t texture_size_bytes = 0; for (int l = 0; l < count; l++) { texture_size_bytes += width * height * 4; glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr); width = MAX(1, (width / 2)); height = MAX(1, (height / 2)); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1); glGenFramebuffers(1, &rt->backbuffer_fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status)); glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); return; } GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, texture_size_bytes, "Render target backbuffer color texture"); // Initialize all levels to clear black. for (int j = 0; j < count; j++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) { if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) { return; } Config *config = Config::get_singleton(); bool use_multiview = rt->view_count > 1 && config->multiview_supported; GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; if (rt->backbuffer_fbo == 0) { glGenFramebuffers(1, &rt->backbuffer_fbo); } glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); if (rt->backbuffer == 0 && uses_screen_texture) { glGenTextures(1, &rt->backbuffer); glBindTexture(texture_target, rt->backbuffer); if (use_multiview) { glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr); } else { glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr); } GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, rt->size.x * rt->size.y * rt->view_count * rt->color_format_size, "Render target backbuffer color texture (3D)"); glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #ifndef IOS_ENABLED if (use_multiview) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->backbuffer, 0, 0, rt->view_count); } else { #else { #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0); } } if (rt->backbuffer_depth == 0 && uses_depth_texture) { glGenTextures(1, &rt->backbuffer_depth); glBindTexture(texture_target, rt->backbuffer_depth); if (use_multiview) { glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); } else { glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); } GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer_depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target backbuffer depth texture"); glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #ifndef IOS_ENABLED if (use_multiview) { glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->backbuffer_depth, 0, 0, rt->view_count); } else { #else { #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->backbuffer_depth, 0); } } } void TextureStorage::_clear_render_target(RenderTarget *rt) { // there is nothing else to clear when DIRECT_TO_SCREEN is used if (rt->direct_to_screen) { return; } // Dispose of the cached fbo's and the allocated textures for (KeyValue &E : rt->overridden.fbo_cache) { glDeleteTextures(E.value.allocated_textures.size(), E.value.allocated_textures.ptr()); // Don't delete the current FBO, we'll do that a couple lines down. if (E.value.fbo != rt->fbo) { glDeleteFramebuffers(1, &E.value.fbo); } } rt->overridden.fbo_cache.clear(); if (rt->fbo) { glDeleteFramebuffers(1, &rt->fbo); rt->fbo = 0; } if (rt->overridden.color.is_null()) { if (rt->texture.is_valid()) { Texture *tex = get_texture(rt->texture); tex->alloc_height = 0; tex->alloc_width = 0; tex->width = 0; tex->height = 0; tex->active = false; tex->render_target = nullptr; tex->is_render_target = false; tex->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_MAX); tex->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX); } } else { Texture *tex = get_texture(rt->overridden.color); tex->render_target = nullptr; tex->is_render_target = false; } if (rt->overridden.color.is_valid()) { rt->overridden.color = RID(); } else if (rt->color) { GLES3::Utilities::get_singleton()->texture_free_data(rt->color); if (rt->texture.is_valid()) { Texture *tex = get_texture(rt->texture); tex->tex_id = 0; } } rt->color = 0; if (rt->overridden.depth.is_valid()) { rt->overridden.depth = RID(); } else if (rt->depth) { GLES3::Utilities::get_singleton()->texture_free_data(rt->depth); } rt->depth = 0; rt->overridden.velocity = RID(); rt->overridden.is_overridden = false; if (rt->backbuffer_fbo != 0) { glDeleteFramebuffers(1, &rt->backbuffer_fbo); rt->backbuffer_fbo = 0; } if (rt->backbuffer != 0) { GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer); rt->backbuffer = 0; } if (rt->backbuffer_depth != 0) { GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer_depth); rt->backbuffer_depth = 0; } _render_target_clear_sdf(rt); } RID TextureStorage::render_target_create() { RenderTarget render_target; render_target.used_in_frame = false; render_target.clear_requested = false; Texture t; t.active = true; t.render_target = &render_target; t.is_render_target = true; render_target.texture = texture_owner.make_rid(t); _update_render_target(&render_target); return render_target_owner.make_rid(render_target); } void TextureStorage::render_target_free(RID p_rid) { RenderTarget *rt = render_target_owner.get_or_null(p_rid); _clear_render_target(rt); Texture *t = get_texture(rt->texture); if (t) { t->is_render_target = false; if (rt->overridden.color.is_null()) { texture_free(rt->texture); } //memdelete(t); } render_target_owner.free(p_rid); } void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->position = Point2i(p_x, p_y); } Point2i TextureStorage::render_target_get_position(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, Point2i()); return rt->position; }; void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); if (p_width == rt->size.x && p_height == rt->size.y && p_view_count == rt->view_count) { return; } if (rt->overridden.color.is_valid()) { return; } _clear_render_target(rt); rt->size = Size2i(p_width, p_height); rt->view_count = p_view_count; _update_render_target(rt); } // TODO: convert to Size2i internally Size2i TextureStorage::render_target_get_size(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, Size2i()); return rt->size; } void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->direct_to_screen); rt->overridden.velocity = p_velocity_texture; if (rt->overridden.color == p_color_texture && rt->overridden.depth == p_depth_texture) { return; } if (p_color_texture.is_null() && p_depth_texture.is_null()) { _clear_render_target(rt); _update_render_target(rt); return; } if (!rt->overridden.is_overridden) { _clear_render_target(rt); } rt->overridden.color = p_color_texture; rt->overridden.depth = p_depth_texture; rt->overridden.is_overridden = true; uint32_t hash_key = hash_murmur3_one_64(p_color_texture.get_id()); hash_key = hash_murmur3_one_64(p_depth_texture.get_id(), hash_key); hash_key = hash_fmix32(hash_key); RBMap::Element *cache; if ((cache = rt->overridden.fbo_cache.find(hash_key)) != nullptr) { rt->fbo = cache->get().fbo; rt->color = cache->get().color; rt->depth = cache->get().depth; rt->size = cache->get().size; rt->texture = p_color_texture; return; } _update_render_target(rt); RenderTarget::RTOverridden::FBOCacheEntry new_entry; new_entry.fbo = rt->fbo; new_entry.color = rt->color; new_entry.depth = rt->depth; new_entry.size = rt->size; // Keep track of any textures we had to allocate because they weren't overridden. if (p_color_texture.is_null()) { new_entry.allocated_textures.push_back(rt->color); } if (p_depth_texture.is_null()) { new_entry.allocated_textures.push_back(rt->depth); } rt->overridden.fbo_cache.insert(hash_key, new_entry); } RID TextureStorage::render_target_get_override_color(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, RID()); return rt->overridden.color; } RID TextureStorage::render_target_get_override_depth(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, RID()); return rt->overridden.depth; } RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, RID()); return rt->overridden.velocity; } RID TextureStorage::render_target_get_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, RID()); if (rt->overridden.color.is_valid()) { return rt->overridden.color; } return rt->texture; } void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->is_transparent = p_transparent; if (rt->overridden.color.is_null()) { _clear_render_target(rt); _update_render_target(rt); } } bool TextureStorage::render_target_get_transparent(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->is_transparent; } void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); if (p_direct_to_screen == rt->direct_to_screen) { return; } // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as // those functions change how they operate depending on the value of DIRECT_TO_SCREEN _clear_render_target(rt); rt->direct_to_screen = p_direct_to_screen; if (rt->direct_to_screen) { rt->overridden.color = RID(); rt->overridden.depth = RID(); rt->overridden.velocity = RID(); } _update_render_target(rt); } bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->direct_to_screen; } bool TextureStorage::render_target_was_used(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->used_in_frame; } void TextureStorage::render_target_clear_used(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->used_in_frame = false; } void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->direct_to_screen); if (p_msaa == rt->msaa) { return; } WARN_PRINT("2D MSAA is not yet supported for GLES3."); _clear_render_target(rt); rt->msaa = p_msaa; _update_render_target(rt); } RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, RS::VIEWPORT_MSAA_DISABLED); return rt->msaa; } void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->direct_to_screen); if (p_use_hdr_2d == rt->hdr) { return; } _clear_render_target(rt); rt->hdr = p_use_hdr_2d; _update_render_target(rt); } bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->hdr; } GLuint TextureStorage::render_target_get_color_internal_format(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, GL_RGBA8); return rt->color_internal_format; } GLuint TextureStorage::render_target_get_color_format(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, GL_RGBA); return rt->color_format; } GLuint TextureStorage::render_target_get_color_type(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, GL_UNSIGNED_BYTE); return rt->color_type; } uint32_t TextureStorage::render_target_get_color_format_size(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 4); return rt->color_format_size; } void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->clear_requested = true; rt->clear_color = p_clear_color; } bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->clear_requested; } Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, Color()); return rt->clear_color; } void TextureStorage::render_target_disable_clear_request(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->clear_requested = false; } void TextureStorage::render_target_do_clear_request(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); if (!rt->clear_requested) { return; } glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); glClearBufferfv(GL_COLOR, 0, rt->clear_color.components); rt->clear_requested = false; glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); } GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 0); return rt->fbo; } GLuint TextureStorage::render_target_get_color(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 0); if (rt->overridden.color.is_valid()) { Texture *texture = get_texture(rt->overridden.color); ERR_FAIL_NULL_V(texture, 0); return texture->tex_id; } else { return rt->color; } } GLuint TextureStorage::render_target_get_depth(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 0); if (rt->overridden.depth.is_valid()) { Texture *texture = get_texture(rt->overridden.depth); ERR_FAIL_NULL_V(texture, 0); return texture->tex_id; } else { return rt->depth; } } void TextureStorage::render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->reattach_textures = p_reattach_textures; } bool TextureStorage::render_target_is_reattach_textures(RID p_render_target) const { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->reattach_textures; } void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) { return; } rt->sdf_oversize = p_size; rt->sdf_scale = p_scale; _render_target_clear_sdf(rt); } Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const { Size2i margin; int scale; switch (rt->sdf_oversize) { case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: { scale = 100; } break; case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: { scale = 120; } break; case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: { scale = 150; } break; case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: { scale = 200; } break; default: { ERR_PRINT("Invalid viewport SDF oversize, defaulting to 100%."); scale = 100; } break; } margin = (rt->size * scale / 100) - rt->size; Rect2i r(Vector2i(), rt->size); r.position -= margin; r.size += margin * 2; return r; } Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, Rect2i()); return _render_target_get_sdf_rect(rt); } void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); rt->sdf_enabled = p_enabled; } bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const { const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, false); return rt->sdf_enabled; } GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 0); if (rt->sdf_texture_read == 0) { Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]); return texture->tex_id; } return rt->sdf_texture_read; } void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) { ERR_FAIL_COND(rt->sdf_texture_write_fb != 0); Size2i size = _render_target_get_sdf_rect(rt).size; glGenTextures(1, &rt->sdf_texture_write); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_write, size.width * size.height, "SDF texture"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glGenFramebuffers(1, &rt->sdf_texture_write_fb); glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0); int scale; switch (rt->sdf_scale) { case RS::VIEWPORT_SDF_SCALE_100_PERCENT: { scale = 100; } break; case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { scale = 50; } break; case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { scale = 25; } break; default: { ERR_PRINT("Invalid viewport SDF scale, defaulting to 100%."); scale = 100; } break; } rt->process_size = size * scale / 100; rt->process_size = rt->process_size.maxi(1); glGenTextures(2, rt->sdf_texture_process); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[0], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[0]"); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_process[1], rt->process_size.width * rt->process_size.height * 4, "SDF process texture[1]"); glGenTextures(1, &rt->sdf_texture_read); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_read, rt->process_size.width * rt->process_size.height * 4, "SDF texture (read)"); } void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) { if (rt->sdf_texture_write_fb != 0) { GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_read); GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_write); GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[0]); GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[1]); glDeleteFramebuffers(1, &rt->sdf_texture_write_fb); rt->sdf_texture_read = 0; rt->sdf_texture_write = 0; rt->sdf_texture_process[0] = 0; rt->sdf_texture_process[1] = 0; rt->sdf_texture_write_fb = 0; } } GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL_V(rt, 0); if (rt->sdf_texture_write_fb == 0) { _render_target_allocate_sdf(rt); } return rt->sdf_texture_write_fb; } void TextureStorage::render_target_sdf_process(RID p_render_target) { CopyEffects *copy_effects = CopyEffects::get_singleton(); RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->sdf_texture_write_fb == 0); Rect2i r = _render_target_get_sdf_rect(rt); Size2i size = r.size; int32_t shift = 0; bool shrink = false; switch (rt->sdf_scale) { case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { size[0] >>= 1; size[1] >>= 1; shift = 1; shrink = true; } break; case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { size[0] >>= 2; size[1] >>= 2; shift = 2; shrink = true; } break; default: { }; } GLuint temp_fb; glGenFramebuffers(1, &temp_fb); glBindFramebuffer(GL_FRAMEBUFFER, temp_fb); // Load CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD; bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); if (!success) { return; } sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0); glViewport(0, 0, size.width, size.height); glEnable(GL_SCISSOR_TEST); glScissor(0, 0, size.width, size.height); copy_effects->draw_screen_triangle(); // Process int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2); variant = CanvasSdfShaderGLES3::MODE_PROCESS; success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); if (!success) { return; } sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); bool swap = false; //jumpflood while (stride > 0) { glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); copy_effects->draw_screen_triangle(); stride /= 2; swap = !swap; } // Store variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE; success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); if (!success) { return; } sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0); glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]); copy_effects->draw_screen_triangle(); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); glDeleteFramebuffers(1, &temp_fb); glDisable(GL_SCISSOR_TEST); } void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->direct_to_screen); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { region.size = rt->size; } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } } glDisable(GL_BLEND); // Single texture copy for backbuffer. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->color); Rect2 normalized_region = region; normalized_region.position = normalized_region.position / Size2(rt->size); normalized_region.size = normalized_region.size / Size2(rt->size); GLES3::CopyEffects::get_singleton()->copy_to_and_from_rect(normalized_region); if (p_gen_mipmaps) { GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size); glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); } glEnable(GL_BLEND); // 2D starts with blend enabled. } void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); ERR_FAIL_COND(rt->direct_to_screen); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { // Just do a full screen clear; glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); glClearColor(p_color.r, p_color.g, p_color.b, p_color.a); glClear(GL_COLOR_BUFFER_BIT); } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); GLES3::CopyEffects::get_singleton()->set_color(p_color, region); } } void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { RenderTarget *rt = render_target_owner.get_or_null(p_render_target); ERR_FAIL_NULL(rt); if (rt->backbuffer_fbo == 0) { _create_render_target_backbuffer(rt); } Rect2i region; if (p_region == Rect2i()) { region.size = rt->size; } else { region = Rect2i(Size2i(), rt->size).intersection(p_region); if (region.size == Size2i()) { return; //nothing to do } } glDisable(GL_BLEND); GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size); glEnable(GL_BLEND); // 2D starts with blend enabled. glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo); } #endif // GLES3_ENABLED