virtualx-engine/drivers/gles3/rasterizer_gles3.cpp
derammo 96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00

382 lines
14 KiB
C++

/*************************************************************************/
/* rasterizer_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_gles3.h"
#ifdef GLES3_ENABLED
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "storage/texture_storage.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
#define _EXT_DEBUG_OUTPUT 0x92E0
#ifndef GLAPIENTRY
#if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
#endif
#if !defined(IPHONE_ENABLED) && !defined(JAVASCRIPT_ENABLED)
// We include EGL below to get debug callback on GLES2 platforms,
// but EGL is not available on iOS.
#define CAN_DEBUG
#endif
#if !defined(GLES_OVER_GL) && defined(CAN_DEBUG)
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <GLES3/gl3platform.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#endif
#if defined(MINGW_ENABLED) || defined(_MSC_VER)
#define strcpy strcpy_s
#endif
void RasterizerGLES3::begin_frame(double frame_step) {
frame++;
delta = frame_step;
time_total += frame_step;
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
time_total = Math::fmod(time_total, time_roll_over);
canvas->set_time(time_total);
scene->set_time(time_total, frame_step);
storage->info.render_final = storage->info.render;
storage->info.render.reset();
//scene->iteration();
}
void RasterizerGLES3::end_frame(bool p_swap_buffers) {
// if (OS::get_singleton()->is_layered_allowed()) {
// if (!OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
//clear alpha
// glColorMask(false, false, false, true);
// glClearColor(0.5, 0, 0, 1);
// glClear(GL_COLOR_BUFFER_BIT);
// glColorMask(true, true, true, true);
// }
// }
// glClearColor(1, 0, 0, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (p_swap_buffers) {
DisplayServer::get_singleton()->swap_buffers();
} else {
glFinish();
}
}
#ifdef CAN_DEBUG
static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
return;
}
if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
return; //these are ultimately annoying, so removing for now
}
char debSource[256], debType[256], debSev[256];
if (source == _EXT_DEBUG_SOURCE_API_ARB) {
strcpy(debSource, "OpenGL");
} else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
strcpy(debSource, "Windows");
} else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
strcpy(debSource, "Shader Compiler");
} else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
strcpy(debSource, "Third Party");
} else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
strcpy(debSource, "Application");
} else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
strcpy(debSource, "Other");
}
if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
strcpy(debType, "Error");
} else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
strcpy(debType, "Deprecated behavior");
} else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
strcpy(debType, "Undefined behavior");
} else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
strcpy(debType, "Portability");
} else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
strcpy(debType, "Performance");
} else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
strcpy(debType, "Other");
}
if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
strcpy(debSev, "High");
} else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
strcpy(debSev, "Medium");
} else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
strcpy(debSev, "Low");
}
String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
ERR_PRINT(output);
}
#endif
typedef void (*DEBUGPROCARB)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char *message,
const void *userParam);
typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
void RasterizerGLES3::initialize() {
print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
}
void RasterizerGLES3::finalize() {
memdelete(scene);
memdelete(canvas);
memdelete(storage);
memdelete(light_storage);
memdelete(particles_storage);
memdelete(mesh_storage);
memdelete(material_storage);
memdelete(texture_storage);
memdelete(config);
}
RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
// or we need to actually test for this situation before constructing this.
return;
}
#endif
#ifdef GLAD_ENABLED
if (OS::get_singleton()->is_stdout_verbose()) {
if (GLAD_GL_ARB_debug_output) {
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(_gl_debug_print, nullptr);
glEnable(_EXT_DEBUG_OUTPUT);
} else {
print_line("OpenGL debugging not supported!");
}
}
#endif // GLAD_ENABLED
// For debugging
#ifdef CAN_DEBUG
#ifdef GLES_OVER_GL
if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
// glDebugMessageInsertARB(
// GL_DEBUG_SOURCE_API_ARB,
// GL_DEBUG_TYPE_OTHER_ARB, 1,
// GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
}
#else
if (OS::get_singleton()->is_stdout_verbose()) {
DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
if (!callback) {
callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
}
if (callback) {
print_line("godot: ENABLING GL DEBUG");
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
callback(_gl_debug_print, NULL);
glEnable(_EXT_DEBUG_OUTPUT);
}
}
#endif // GLES_OVER_GL
#endif // CAN_DEBUG
// OpenGL needs to be initialized before initializing the Rasterizers
config = memnew(GLES3::Config);
texture_storage = memnew(GLES3::TextureStorage);
material_storage = memnew(GLES3::MaterialStorage);
mesh_storage = memnew(GLES3::MeshStorage);
particles_storage = memnew(GLES3::ParticlesStorage);
light_storage = memnew(GLES3::LightStorage);
storage = memnew(RasterizerStorageGLES3);
canvas = memnew(RasterizerCanvasGLES3(storage));
scene = memnew(RasterizerSceneGLES3(storage));
texture_storage->set_main_thread_id(Thread::get_caller_id());
// make sure the OS knows to only access the renderer from the main thread
OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
}
RasterizerGLES3::~RasterizerGLES3() {
}
void RasterizerGLES3::prepare_for_blitting_render_targets() {
}
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
ERR_FAIL_COND(texture_storage->frame.current_rt);
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
ERR_FAIL_COND(!rt);
// TODO: do we need a keep 3d linear option?
// Make sure we are drawing to the right context.
DisplayServer::get_singleton()->gl_window_make_current(p_screen);
if (rt->external.fbo != 0) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
} else {
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
// Flip content upside down to correct for coordinates.
glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// is this p_screen useless in a multi window environment?
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
// do this once off for all blits
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
texture_storage->frame.current_rt = nullptr;
for (int i = 0; i < p_amount; i++) {
const BlitToScreen &blit = p_render_targets[i];
RID rid_rt = blit.render_target;
Rect2 dst_rect = blit.dst_rect;
_blit_render_target_to_screen(rid_rt, p_screen, dst_rect);
}
}
void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
if (p_image.is_null() || p_image->is_empty()) {
return;
}
Size2i win_size = DisplayServer::get_singleton()->screen_get_size();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, win_size.width, win_size.height);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
if (false) {
// if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
glClearColor(0.0, 0.0, 0.0, 0.0);
} else {
glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
}
glClear(GL_COLOR_BUFFER_BIT);
canvas->canvas_begin();
RID texture = texture_storage->texture_allocate();
texture_storage->texture_2d_initialize(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
if (p_scale) {
if (win_size.width > win_size.height) {
//scale horizontally
screenrect.size.y = win_size.height;
screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;
screenrect.position.x = (win_size.width - screenrect.size.x) / 2;
} else {
//scale vertically
screenrect.size.x = win_size.width;
screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;
screenrect.position.y = (win_size.height - screenrect.size.y) / 2;
}
} else {
screenrect = imgrect;
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
GLES3::Texture *t = texture_storage->get_texture(texture);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
glBindTexture(GL_TEXTURE_2D, 0);
canvas->canvas_end();
texture_storage->texture_free(texture);
end_frame(true);
}
#endif // GLES3_ENABLED