364 lines
14 KiB
C++
364 lines
14 KiB
C++
/*************************************************************************/
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/* rasterizer_storage_gles3.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_STORAGE_OPENGL_H
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#define RASTERIZER_STORAGE_OPENGL_H
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#ifdef GLES3_ENABLED
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_storage.h"
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#include "servers/rendering/shader_compiler.h"
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#include "servers/rendering/shader_language.h"
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#include "storage/config.h"
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#include "storage/light_storage.h"
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#include "storage/material_storage.h"
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#include "storage/mesh_storage.h"
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#include "storage/texture_storage.h"
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// class RasterizerCanvasGLES3;
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// class RasterizerSceneGLES3;
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class RasterizerStorageGLES3 : public RendererStorage {
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public:
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// RasterizerCanvasGLES3 *canvas;
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// RasterizerSceneGLES3 *scene;
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GLES3::Config *config = nullptr;
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static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.rows[0][0];
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p_array[1] = p_mtx.basis.rows[1][0];
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p_array[2] = p_mtx.basis.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.rows[0][1];
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p_array[5] = p_mtx.basis.rows[1][1];
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p_array[6] = p_mtx.basis.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.rows[0][2];
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p_array[9] = p_mtx.basis.rows[1][2];
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p_array[10] = p_mtx.basis.rows[2][2];
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p_array[11] = 0;
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p_array[12] = p_mtx.origin.x;
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p_array[13] = p_mtx.origin.y;
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p_array[14] = p_mtx.origin.z;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.rows[0][0];
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p_array[1] = p_mtx.rows[1][0];
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p_array[2] = p_mtx.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.rows[0][1];
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p_array[5] = p_mtx.rows[1][1];
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p_array[6] = p_mtx.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.rows[0][2];
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p_array[9] = p_mtx.rows[1][2];
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p_array[10] = p_mtx.rows[2][2];
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p_array[11] = 0;
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}
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static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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p_array[i * 4 + j] = p_mtx.matrix[i][j];
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}
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}
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}
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struct Resources {
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GLuint mipmap_blur_fbo;
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GLuint mipmap_blur_color;
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GLuint radical_inverse_vdc_cache_tex;
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bool use_rgba_2d_shadows;
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size_t skeleton_transform_buffer_size;
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GLuint skeleton_transform_buffer;
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LocalVector<float> skeleton_transform_cpu_buffer;
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} resources;
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struct Info {
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uint64_t texture_mem = 0;
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uint64_t vertex_mem = 0;
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struct Render {
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uint32_t object_count;
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uint32_t draw_call_count;
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uint32_t material_switch_count;
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uint32_t surface_switch_count;
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uint32_t shader_rebind_count;
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uint32_t vertices_count;
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uint32_t _2d_item_count;
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uint32_t _2d_draw_call_count;
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void reset() {
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object_count = 0;
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draw_call_count = 0;
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material_switch_count = 0;
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surface_switch_count = 0;
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shader_rebind_count = 0;
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vertices_count = 0;
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_2d_item_count = 0;
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_2d_draw_call_count = 0;
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}
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} render, render_final, snap;
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Info() {
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render.reset();
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render_final.reset();
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}
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} info;
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////API////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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public:
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virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
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/* VOXEL GI API */
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RID voxel_gi_allocate() override;
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void voxel_gi_initialize(RID p_rid) override;
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void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
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AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
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Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
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Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
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Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
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Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
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Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
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Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
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void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
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float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
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void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
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float voxel_gi_get_propagation(RID p_voxel_gi) const override;
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void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override;
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float voxel_gi_get_energy(RID p_voxel_gi) const override;
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void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override;
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float voxel_gi_get_bias(RID p_voxel_gi) const override;
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void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
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float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
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void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
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bool voxel_gi_is_interior(RID p_voxel_gi) const override;
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void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
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bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
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void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
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float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
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uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
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/* OCCLUDER */
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void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
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/* FOG VOLUMES */
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RID fog_volume_allocate() override;
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void fog_volume_initialize(RID p_rid) override;
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void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
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void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
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void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
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AABB fog_volume_get_aabb(RID p_fog_volume) const override;
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RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
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/* VISIBILITY NOTIFIER */
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RID visibility_notifier_allocate() override;
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void visibility_notifier_initialize(RID p_notifier) override;
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void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
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void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
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AABB visibility_notifier_get_aabb(RID p_notifier) const override;
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void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
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// access from canvas
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// GLES3::RenderTarget * render_target_get(RID p_render_target);
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/* CANVAS SHADOW */
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struct CanvasLightShadow {
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RID self;
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int size;
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int height;
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GLuint fbo;
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GLuint depth;
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GLuint distance; //for older devices
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};
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RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
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RID canvas_light_shadow_buffer_create(int p_width);
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/* LIGHT SHADOW MAPPING */
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/*
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struct CanvasOccluder {
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RID self;
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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LocalVector<Vector2> lines;
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int len;
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};
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RID_Owner<CanvasOccluder> canvas_occluder_owner;
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RID canvas_light_occluder_create();
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void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
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*/
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RS::InstanceType get_base_type(RID p_rid) const override;
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bool free(RID p_rid) override;
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void initialize();
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void finalize();
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void _copy_screen();
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void update_memory_info() override;
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uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
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bool has_os_feature(const String &p_feature) const override;
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void update_dirty_resources() override;
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void set_debug_generate_wireframes(bool p_generate) override;
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// void render_info_begin_capture() override;
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// void render_info_end_capture() override;
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// int get_captured_render_info(RS::RenderInfo p_info) override;
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// int get_render_info(RS::RenderInfo p_info) override;
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String get_video_adapter_name() const override;
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String get_video_adapter_vendor() const override;
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RenderingDevice::DeviceType get_video_adapter_type() const override;
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String get_video_adapter_api_version() const override;
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void capture_timestamps_begin() override {}
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void capture_timestamp(const String &p_name) override {}
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uint32_t get_captured_timestamps_count() const override {
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return 0;
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}
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uint64_t get_captured_timestamps_frame() const override {
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return 0;
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}
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uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
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return 0;
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}
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uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
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return 0;
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}
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String get_captured_timestamp_name(uint32_t p_index) const override {
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return String();
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}
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void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
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bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
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//bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state
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String get_framebuffer_error(GLenum p_status);
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RasterizerStorageGLES3();
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~RasterizerStorageGLES3();
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};
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inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const {
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r_offset_after = p_offset + p_data_size;
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#ifdef DEBUG_ENABLED
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// we are trying to write across the edge of the buffer
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if (r_offset_after > p_total_buffer_size) {
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return false;
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}
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#endif
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glBufferSubData(p_target, p_offset, p_data_size, p_data);
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return true;
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}
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// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
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// bugs causing pipeline stalls
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inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
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// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
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// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
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if (!p_optional_orphan || (config->should_orphan)) {
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glBufferData(p_target, p_buffer_size, nullptr, p_usage);
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#ifdef RASTERIZER_EXTRA_CHECKS
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// fill with garbage off the end of the array
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if (p_buffer_size) {
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unsigned int start = p_offset + p_data_size;
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unsigned int end = start + 1024;
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if (end < p_buffer_size) {
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uint8_t *garbage = (uint8_t *)alloca(1024);
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for (int n = 0; n < 1024; n++) {
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garbage[n] = Math::random(0, 255);
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}
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glBufferSubData(p_target, start, 1024, garbage);
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}
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}
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#endif
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}
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glBufferSubData(p_target, p_offset, p_data_size, p_data);
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}
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inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) {
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#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
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if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
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return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
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return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
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return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
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} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
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return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
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}
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#endif
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return itos(p_status);
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}
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#endif // GLES3_ENABLED
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#endif // RASTERIZER_STORAGE_OPENGL_H
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