/**************************************************************************/ /* texture_storage.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef TEXTURE_STORAGE_GLES3_H #define TEXTURE_STORAGE_GLES3_H #ifdef GLES3_ENABLED #include "platform_gl.h" #include "config.h" #include "core/os/os.h" #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/storage/texture_storage.h" #include "drivers/gles3/shaders/canvas_sdf.glsl.gen.h" namespace GLES3 { #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #define _EXT_ETC1_RGB8_OES 0x8D64 #define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define _EXT_COMPRESSED_R11_EAC 0x9270 #define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271 #define _EXT_COMPRESSED_RG11_EAC 0x9272 #define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273 #define _EXT_COMPRESSED_RGB8_ETC2 0x9274 #define _EXT_COMPRESSED_SRGB8_ETC2 0x9275 #define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 #define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 #define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 #define _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 #define _EXT_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 #define _EXT_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 #define _EXT_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 #define _EXT_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 #define _EXT_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 #define _EXT_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 #define _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 #define _EXT_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 #define _EXT_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 #define _EXT_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA #define _EXT_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB #define _EXT_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC #define _EXT_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC #define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD #define _GL_TEXTURE_EXTERNAL_OES 0x8D65 #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F enum DefaultGLTexture { DEFAULT_GL_TEXTURE_WHITE, DEFAULT_GL_TEXTURE_BLACK, DEFAULT_GL_TEXTURE_TRANSPARENT, DEFAULT_GL_TEXTURE_NORMAL, DEFAULT_GL_TEXTURE_ANISO, DEFAULT_GL_TEXTURE_DEPTH, DEFAULT_GL_TEXTURE_CUBEMAP_BLACK, //DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0 DEFAULT_GL_TEXTURE_CUBEMAP_WHITE, DEFAULT_GL_TEXTURE_3D_WHITE, DEFAULT_GL_TEXTURE_3D_BLACK, DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE, DEFAULT_GL_TEXTURE_2D_UINT, DEFAULT_GL_TEXTURE_EXT, DEFAULT_GL_TEXTURE_MAX }; struct CanvasTexture { RID diffuse; RID normal_map; RID specular; Color specular_color = Color(1, 1, 1, 1); float shininess = 1.0; RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; }; struct RenderTarget; struct Texture { RID self; bool is_proxy = false; bool is_from_native_handle = false; bool is_render_target = false; RID proxy_to; Vector proxies; String path; int width = 0; int height = 0; int depth = 0; int mipmaps = 1; int layers = 1; int alloc_width = 0; int alloc_height = 0; Image::Format format = Image::FORMAT_R8; Image::Format real_format = Image::FORMAT_R8; enum Type { TYPE_2D, TYPE_LAYERED, TYPE_3D }; Type type = TYPE_2D; RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; GLenum target = GL_TEXTURE_2D; GLenum gl_format_cache = 0; GLenum gl_internal_format_cache = 0; GLenum gl_type_cache = 0; int total_data_size = 0; bool compressed = false; bool resize_to_po2 = false; bool active = false; GLuint tex_id = 0; uint16_t stored_cube_sides = 0; RenderTarget *render_target = nullptr; Ref image_cache_2d; Vector> image_cache_3d; bool redraw_if_visible = false; RS::TextureDetectCallback detect_3d_callback = nullptr; void *detect_3d_callback_ud = nullptr; RS::TextureDetectCallback detect_normal_callback = nullptr; void *detect_normal_callback_ud = nullptr; RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; void *detect_roughness_callback_ud = nullptr; CanvasTexture *canvas_texture = nullptr; void copy_from(const Texture &o) { proxy_to = o.proxy_to; is_proxy = o.is_proxy; is_from_native_handle = o.is_from_native_handle; width = o.width; height = o.height; alloc_width = o.alloc_width; alloc_height = o.alloc_height; format = o.format; type = o.type; layered_type = o.layered_type; target = o.target; total_data_size = o.total_data_size; compressed = o.compressed; mipmaps = o.mipmaps; resize_to_po2 = o.resize_to_po2; active = o.active; tex_id = o.tex_id; stored_cube_sides = o.stored_cube_sides; render_target = o.render_target; is_render_target = o.is_render_target; redraw_if_visible = o.redraw_if_visible; detect_3d_callback = o.detect_3d_callback; detect_3d_callback_ud = o.detect_3d_callback_ud; detect_normal_callback = o.detect_normal_callback; detect_normal_callback_ud = o.detect_normal_callback_ud; detect_roughness_callback = o.detect_roughness_callback; detect_roughness_callback_ud = o.detect_roughness_callback_ud; } // texture state void gl_set_filter(RS::CanvasItemTextureFilter p_filter) { if (p_filter == state_filter) { return; } Config *config = Config::get_singleton(); state_filter = p_filter; GLenum pmin = GL_NEAREST; GLenum pmag = GL_NEAREST; GLint max_lod = 0; GLfloat anisotropy = 1.0f; switch (state_filter) { case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { pmin = GL_NEAREST; pmag = GL_NEAREST; max_lod = 0; } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { pmin = GL_LINEAR; pmag = GL_LINEAR; max_lod = 0; } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: { anisotropy = config->anisotropic_level; }; [[fallthrough]]; case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { pmag = GL_NEAREST; if (mipmaps <= 1) { pmin = GL_NEAREST; max_lod = 0; } else if (config->use_nearest_mip_filter) { pmin = GL_NEAREST_MIPMAP_NEAREST; max_lod = 1000; } else { pmin = GL_NEAREST_MIPMAP_LINEAR; max_lod = 1000; } } break; case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: { anisotropy = config->anisotropic_level; }; [[fallthrough]]; case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { pmag = GL_LINEAR; if (mipmaps <= 1) { pmin = GL_LINEAR; max_lod = 0; } else if (config->use_nearest_mip_filter) { pmin = GL_LINEAR_MIPMAP_NEAREST; max_lod = 1000; } else { pmin = GL_LINEAR_MIPMAP_LINEAR; max_lod = 1000; } } break; default: { return; } break; } glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag); glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod); if (config->support_anisotropic_filter) { glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy); } } void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) { if (p_repeat == state_repeat) { return; } state_repeat = p_repeat; GLenum prep = GL_CLAMP_TO_EDGE; switch (state_repeat) { case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { prep = GL_CLAMP_TO_EDGE; } break; case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { prep = GL_REPEAT; } break; case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { prep = GL_MIRRORED_REPEAT; } break; default: { return; } break; } glTexParameteri(target, GL_TEXTURE_WRAP_T, prep); glTexParameteri(target, GL_TEXTURE_WRAP_R, prep); glTexParameteri(target, GL_TEXTURE_WRAP_S, prep); } private: RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; }; struct RenderTarget { Point2i position = Point2i(0, 0); Size2i size = Size2i(0, 0); uint32_t view_count = 1; int mipmap_count = 1; RID self; GLuint fbo = 0; GLuint color = 0; GLuint depth = 0; GLuint backbuffer_fbo = 0; GLuint backbuffer = 0; GLuint backbuffer_depth = 0; bool hdr = false; // For Compatibility this effects both 2D and 3D rendering! GLuint color_internal_format = GL_RGBA8; GLuint color_format = GL_RGBA; GLuint color_type = GL_UNSIGNED_BYTE; uint32_t color_format_size = 4; Image::Format image_format = Image::FORMAT_RGBA8; GLuint sdf_texture_write = 0; GLuint sdf_texture_write_fb = 0; GLuint sdf_texture_process[2] = { 0, 0 }; GLuint sdf_texture_read = 0; RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; Size2i process_size; bool sdf_enabled = false; bool is_transparent = false; bool direct_to_screen = false; bool used_in_frame = false; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; bool reattach_textures = false; struct RTOverridden { bool is_overridden = false; RID color; RID depth; RID velocity; struct FBOCacheEntry { GLuint fbo; GLuint color; GLuint depth; Size2i size; Vector allocated_textures; }; RBMap fbo_cache; } overridden; RID texture; Color clear_color = Color(1, 1, 1, 1); bool clear_requested = false; RenderTarget() { } }; class TextureStorage : public RendererTextureStorage { private: static TextureStorage *singleton; RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX]; /* Canvas Texture API */ RID_Owner canvas_texture_owner; /* Texture API */ // Textures can be created from threads, so this RID_Owner is thread safe. mutable RID_Owner texture_owner; Ref _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; /* TEXTURE ATLAS API */ struct TextureAtlas { struct Texture { int users; Rect2 uv_rect; }; struct SortItem { RID texture; Size2i pixel_size; Size2i size; Point2i pos; bool operator<(const SortItem &p_item) const { //sort larger to smaller if (size.height == p_item.size.height) { return size.width > p_item.size.width; } else { return size.height > p_item.size.height; } } }; HashMap textures; bool dirty = true; GLuint texture = 0; GLuint framebuffer = 0; Size2i size; } texture_atlas; /* Render Target API */ mutable RID_Owner render_target_owner; void _clear_render_target(RenderTarget *rt); void _update_render_target(RenderTarget *rt); void _create_render_target_backbuffer(RenderTarget *rt); void _render_target_allocate_sdf(RenderTarget *rt); void _render_target_clear_sdf(RenderTarget *rt); Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; void _texture_set_data(RID p_texture, const Ref &p_image, int p_layer, bool p_initialize); void _texture_set_3d_data(RID p_texture, const Vector> &p_data, bool p_initialize); void _texture_set_swizzle(Texture *p_texture, Image::Format p_real_format); Vector> _texture_3d_read_framebuffer(Texture *p_texture) const; struct RenderTargetSDF { CanvasSdfShaderGLES3 shader; RID shader_version; } sdf_shader; public: static TextureStorage *get_singleton(); TextureStorage(); virtual ~TextureStorage(); _FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) { return default_gl_textures[p_texture]; } /* Canvas Texture API */ CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); }; bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); }; virtual RID canvas_texture_allocate() override; virtual void canvas_texture_initialize(RID p_rid) override; virtual void canvas_texture_free(RID p_rid) override; virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override; virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override; virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override; virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override; /* Texture API */ Texture *get_texture(RID p_rid) const { Texture *texture = texture_owner.get_or_null(p_rid); if (texture && texture->is_proxy) { return texture_owner.get_or_null(texture->proxy_to); } return texture; }; bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; void texture_2d_initialize_from_texture(RID p_texture, Texture &p_tex) { texture_owner.initialize_rid(p_texture, p_tex); } virtual RID texture_allocate() override; virtual void texture_free(RID p_rid) override; virtual void texture_2d_initialize(RID p_texture, const Ref &p_image) override; virtual void texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) override; virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) override; virtual void texture_external_initialize(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) override; virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent virtual RID texture_create_from_native_handle(RS::TextureType p_type, Image::Format p_format, uint64_t p_native_handle, int p_width, int p_height, int p_depth, int p_layers = 1, RS::TextureLayeredType p_layered_type = RS::TEXTURE_LAYERED_2D_ARRAY) override; virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) override; virtual void texture_3d_update(RID p_texture, const Vector> &p_data) override; virtual void texture_external_update(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) override; virtual void texture_proxy_update(RID p_proxy, RID p_base) override; //these two APIs can be used together or in combination with the others. virtual void texture_2d_placeholder_initialize(RID p_texture) override; virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override; virtual void texture_3d_placeholder_initialize(RID p_texture) override; virtual Ref texture_2d_get(RID p_texture) const override; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const override; virtual Vector> texture_3d_get(RID p_texture) const override; virtual void texture_replace(RID p_texture, RID p_by_texture) override; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override; virtual void texture_set_path(RID p_texture, const String &p_path) override; virtual String texture_get_path(RID p_texture) const override; virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override; virtual void texture_debug_usage(List *r_info) override; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override; virtual Size2 texture_size_with_proxy(RID p_proxy) override; virtual void texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type = RS::TEXTURE_LAYERED_2D_ARRAY) override; virtual RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) const override; virtual uint64_t texture_get_native_handle(RID p_texture, bool p_srgb = false) const override; void texture_set_data(RID p_texture, const Ref &p_image, int p_layer = 0); virtual Image::Format texture_get_format(RID p_texture) const override; uint32_t texture_get_texid(RID p_texture) const; Vector3i texture_get_size(RID p_texture) const; uint32_t texture_get_width(RID p_texture) const; uint32_t texture_get_height(RID p_texture) const; uint32_t texture_get_depth(RID p_texture) const; void texture_bind(RID p_texture, uint32_t p_texture_no); /* TEXTURE ATLAS API */ void update_texture_atlas(); GLuint texture_atlas_get_texture() const; _FORCE_INLINE_ Rect2 texture_atlas_get_texture_rect(RID p_texture) { TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture); if (!t) { return Rect2(); } return t->uv_rect; } void texture_add_to_texture_atlas(RID p_texture); void texture_remove_from_texture_atlas(RID p_texture); void texture_atlas_mark_dirty_on_texture(RID p_texture); void texture_atlas_remove_texture(RID p_texture); /* DECAL API */ virtual RID decal_allocate() override; virtual void decal_initialize(RID p_rid) override; virtual void decal_free(RID p_rid) override {} virtual void decal_set_size(RID p_decal, const Vector3 &p_size) override; virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; virtual void decal_set_emission_energy(RID p_decal, float p_energy) override; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override; virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override; virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override; virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override; virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override; virtual void decal_set_normal_fade(RID p_decal, float p_fade) override; virtual AABB decal_get_aabb(RID p_decal) const override; virtual uint32_t decal_get_cull_mask(RID p_decal) const override { return 0; } virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} /* DECAL INSTANCE */ virtual RID decal_instance_create(RID p_decal) override { return RID(); } virtual void decal_instance_free(RID p_decal_instance) override {} virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {} virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override {} /* RENDER TARGET API */ static GLuint system_fbo; RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); }; bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); }; void check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture); virtual RID render_target_create() override; virtual void render_target_free(RID p_rid) override; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override; virtual Point2i render_target_get_position(RID p_render_target) const override; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override; virtual Size2i render_target_get_size(RID p_render_target) const override; virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override; virtual bool render_target_get_transparent(RID p_render_target) const override; virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override; virtual bool render_target_get_direct_to_screen(RID p_render_target) const override; virtual bool render_target_was_used(RID p_render_target) const override; void render_target_clear_used(RID p_render_target); virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) override; virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const override; virtual void render_target_set_msaa_needs_resolve(RID p_render_target, bool p_needs_resolve) override {} virtual bool render_target_get_msaa_needs_resolve(RID p_render_target) const override { return false; } virtual void render_target_do_msaa_resolve(RID p_render_target) override {} virtual void render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) override; virtual bool render_target_is_using_hdr(RID p_render_target) const override; // new void render_target_set_as_unused(RID p_render_target) override { render_target_clear_used(p_render_target); } GLuint render_target_get_color_internal_format(RID p_render_target) const; GLuint render_target_get_color_format(RID p_render_target) const; GLuint render_target_get_color_type(RID p_render_target) const; uint32_t render_target_get_color_format_size(RID p_render_target) const; void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override; bool render_target_is_clear_requested(RID p_render_target) override; Color render_target_get_clear_request_color(RID p_render_target) override; void render_target_disable_clear_request(RID p_render_target) override; void render_target_do_clear_request(RID p_render_target) override; GLuint render_target_get_fbo(RID p_render_target) const; GLuint render_target_get_color(RID p_render_target) const; GLuint render_target_get_depth(RID p_render_target) const; void render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const; bool render_target_is_reattach_textures(RID p_render_target) const; virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override; virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override; GLuint render_target_get_sdf_texture(RID p_render_target); GLuint render_target_get_sdf_framebuffer(RID p_render_target); void render_target_sdf_process(RID p_render_target); virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; bool render_target_is_sdf_enabled(RID p_render_target) const; void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region); virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override {} virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const override { return RS::VIEWPORT_VRS_DISABLED; } virtual void render_target_set_vrs_update_mode(RID p_render_target, RS::ViewportVRSUpdateMode p_mode) override {} virtual RS::ViewportVRSUpdateMode render_target_get_vrs_update_mode(RID p_render_target) const override { return RS::VIEWPORT_VRS_UPDATE_DISABLED; } virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override {} virtual RID render_target_get_vrs_texture(RID p_render_target) const override { return RID(); } virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) override; virtual RID render_target_get_override_color(RID p_render_target) const override; virtual RID render_target_get_override_depth(RID p_render_target) const override; virtual RID render_target_get_override_velocity(RID p_render_target) const override; virtual RID render_target_get_texture(RID p_render_target) override; void bind_framebuffer(GLuint framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); } void bind_framebuffer_system() { glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); } String get_framebuffer_error(GLenum p_status); }; inline String TextureStorage::get_framebuffer_error(GLenum p_status) { #if defined(DEBUG_ENABLED) && defined(GL_API_ENABLED) if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) { return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) { return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) { return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) { return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; } #endif return itos(p_status); } } // namespace GLES3 #endif // GLES3_ENABLED #endif // TEXTURE_STORAGE_GLES3_H