671 lines
27 KiB
C++
671 lines
27 KiB
C++
/**************************************************************************/
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/* render_scene_buffers_gles3.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifdef GLES3_ENABLED
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#include "render_scene_buffers_gles3.h"
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#include "config.h"
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#include "texture_storage.h"
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#include "utilities.h"
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#ifdef ANDROID_ENABLED
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#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
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#define glTexStorage3DMultisample GLES3::Config::get_singleton()->eglTexStorage3DMultisample
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#define glFramebufferTexture2DMultisampleEXT GLES3::Config::get_singleton()->eglFramebufferTexture2DMultisampleEXT
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#define glFramebufferTextureMultisampleMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultisampleMultiviewOVR
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#endif // ANDROID_ENABLED
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// Will only be defined if GLES 3.2 headers are included
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#ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
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#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
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#endif
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RenderSceneBuffersGLES3::RenderSceneBuffersGLES3() {
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for (int i = 0; i < 4; i++) {
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glow.levels[i].color = 0;
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glow.levels[i].fbo = 0;
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}
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}
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RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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free_render_buffer_data();
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}
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void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
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if (p_view_count > 1) {
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if (p_samples > 1) {
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
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#endif
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} else {
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#ifndef IOS_ENABLED
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
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#endif
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}
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} else {
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if (p_samples > 1) {
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#ifdef ANDROID_ENABLED
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
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#else
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ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
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#endif
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
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}
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}
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}
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GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
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FBDEF new_fbo;
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
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// There shouldn't be more then 3 entries in this...
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for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
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if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
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return cached_fbo.fbo;
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}
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}
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new_fbo.color = p_color;
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new_fbo.depth = p_depth;
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glGenFramebuffers(1, &new_fbo.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
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_rt_attach_textures(p_color, p_depth, p_samples, p_view_count);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
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glDeleteFramebuffers(1, &new_fbo.fbo);
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new_fbo.fbo = 0;
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} else {
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// cache it!
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msaa3d.cached_fbos.push_back(new_fbo);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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return new_fbo.fbo;
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}
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void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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GLES3::Config *config = GLES3::Config::get_singleton();
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free_render_buffer_data();
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internal_size = p_config->get_internal_size();
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target_size = p_config->get_target_size();
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scaling_3d_mode = p_config->get_scaling_3d_mode();
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//fsr_sharpness = p_config->get_fsr_sharpness();
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//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
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render_target = p_config->get_render_target();
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msaa3d.mode = p_config->get_msaa_3d();
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//screen_space_aa = p_config->get_screen_space_aa();
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//use_debanding = p_config->get_use_debanding();
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view_count = config->multiview_supported ? p_config->get_view_count() : 1;
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bool use_multiview = view_count > 1;
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// Get color format data from our render target so we match those
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if (render_target.is_valid()) {
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color_internal_format = texture_storage->render_target_get_color_internal_format(render_target);
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color_format = texture_storage->render_target_get_color_format(render_target);
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color_type = texture_storage->render_target_get_color_type(render_target);
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color_format_size = texture_storage->render_target_get_color_format_size(render_target);
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} else {
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// reflection probe? or error?
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color_internal_format = GL_RGBA8;
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color_format = GL_RGBA;
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color_type = GL_UNSIGNED_BYTE;
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color_format_size = 4;
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}
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// Check our scaling mode
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if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size.x == 0 && internal_size.y == 0) {
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// Disable, no size set.
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size == target_size) {
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// If size matches, we won't use scaling.
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR) {
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// We only support bilinear scaling atm.
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WARN_PRINT_ONCE("GLES only supports bilinear scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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}
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// Check if we support MSAA.
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if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && internal_size.x == 0 && internal_size.y == 0) {
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// Disable, no size set.
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msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
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} else if (!use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_supported && !config->rt_msaa_supported) {
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WARN_PRINT_ONCE("MSAA is not supported on this device.");
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msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
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} else if (use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_multiview_supported && !config->rt_msaa_multiview_supported) {
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WARN_PRINT_ONCE("Multiview MSAA is not supported on this device.");
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msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
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}
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// We don't create our buffers right away because post effects can be made active at any time and change our buffer configuration.
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}
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void RenderSceneBuffersGLES3::_check_render_buffers() {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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GLES3::Config *config = GLES3::Config::get_singleton();
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ERR_FAIL_COND(view_count == 0);
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bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || glow.glow_enabled;
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uint32_t depth_format_size = 3;
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bool use_multiview = view_count > 1;
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if ((!use_internal_buffer || internal3d.color != 0) && (msaa3d.mode == RS::VIEWPORT_MSAA_DISABLED || msaa3d.color != 0)) {
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// already setup!
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return;
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}
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if (use_internal_buffer) {
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// Setup our internal buffer.
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GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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// Create our color buffer.
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glGenTextures(1, &internal3d.color);
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glBindTexture(texture_target, internal3d.color);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
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} else {
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glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.color, internal_size.x * internal_size.y * view_count * color_format_size, "3D color texture");
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// Create our depth buffer.
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glGenTextures(1, &internal3d.depth);
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glBindTexture(texture_target, internal3d.depth);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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} else {
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glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size, "3D depth texture");
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// Create our internal 3D FBO.
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// Note that if MSAA is used and our rt_msaa_* extensions are available, this is only used for blitting and effects.
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glGenFramebuffers(1, &internal3d.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, internal3d.fbo);
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#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
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} else {
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#else
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{
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#endif
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, internal3d.color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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_clear_intermediate_buffers();
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WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
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}
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glBindTexture(texture_target, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
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// Setup MSAA.
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const GLsizei samples[] = { 1, 2, 4, 8 };
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msaa3d.samples = samples[msaa3d.mode];
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// Constrain by limits of OpenGL driver.
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if (msaa3d.samples > config->msaa_max_samples) {
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msaa3d.samples = config->msaa_max_samples;
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}
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if (!use_multiview && !config->rt_msaa_supported) {
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// Render to texture extensions not supported? fall back to MSAA framebuffer through GL_EXT_framebuffer_multisample.
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// Note, if 2D MSAA matches 3D MSAA and we're not scaling, it would be ideal if we reuse our 2D MSAA buffer here.
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// We can't however because we don't trigger a change in configuration if 2D MSAA changes.
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// We'll accept the overhead in this situation.
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msaa3d.needs_resolve = true;
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msaa3d.check_fbo_cache = false;
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// Create our color buffer.
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glGenRenderbuffers(1, &msaa3d.color);
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glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.color);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y);
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GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color render buffer");
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// Create our depth buffer.
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glGenRenderbuffers(1, &msaa3d.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
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GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * 3 * msaa3d.samples, "MSAA 3D depth render buffer");
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// Create our MSAA 3D FBO.
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glGenFramebuffers(1, &msaa3d.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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_clear_msaa3d_buffers();
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msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
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WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
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}
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
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} else if (use_multiview && !config->rt_msaa_multiview_supported) {
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// Render to texture extensions not supported? fall back to MSAA textures through GL_EXT_multiview_texture_multisample.
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msaa3d.needs_resolve = true;
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msaa3d.check_fbo_cache = false;
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// Create our color buffer.
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glGenTextures(1, &msaa3d.color);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.color);
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#ifdef ANDROID_ENABLED
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#else
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glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#endif
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GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * color_format_size * msaa3d.samples, "MSAA 3D color texture");
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// Create our depth buffer.
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glGenTextures(1, &msaa3d.depth);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
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#ifdef ANDROID_ENABLED
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#else
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glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#endif
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GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size * msaa3d.samples, "MSAA 3D depth texture");
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// Create our MSAA 3D FBO.
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glGenFramebuffers(1, &msaa3d.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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_clear_msaa3d_buffers();
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msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
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WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
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}
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED) // Only supported on OpenGLES!
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} else if (!use_internal_buffer) {
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// We are going to render directly into our render target textures,
|
|
// these can change from frame to frame as we cycle through swapchains,
|
|
// hence we'll use our FBO cache here.
|
|
msaa3d.needs_resolve = false;
|
|
msaa3d.check_fbo_cache = true;
|
|
} else if (use_internal_buffer) {
|
|
// We can combine MSAA and scaling/effects.
|
|
msaa3d.needs_resolve = false;
|
|
msaa3d.check_fbo_cache = false;
|
|
|
|
// We render to our internal textures, MSAA is only done in tile memory only.
|
|
// On mobile this means MSAA never leaves tile memory = efficiency!
|
|
glGenFramebuffers(1, &msaa3d.fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
|
|
|
|
_rt_attach_textures(internal3d.color, internal3d.depth, msaa3d.samples, view_count);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
_clear_msaa3d_buffers();
|
|
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
|
|
WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + texture_storage->get_framebuffer_error(status));
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
} else {
|
|
// HUH? how did we get here?
|
|
WARN_PRINT_ONCE("MSAA is not supported on this device.");
|
|
msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
|
|
msaa3d.samples = 1;
|
|
msaa3d.check_fbo_cache = false;
|
|
}
|
|
} else {
|
|
msaa3d.samples = 1;
|
|
msaa3d.check_fbo_cache = false;
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::_clear_msaa3d_buffers() {
|
|
for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
|
|
GLuint fbo = cached_fbo.fbo;
|
|
glDeleteFramebuffers(1, &fbo);
|
|
}
|
|
msaa3d.cached_fbos.clear();
|
|
|
|
if (msaa3d.fbo) {
|
|
glDeleteFramebuffers(1, &msaa3d.fbo);
|
|
msaa3d.fbo = 0;
|
|
}
|
|
|
|
if (msaa3d.color != 0) {
|
|
if (view_count == 1) {
|
|
GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.color);
|
|
} else {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.color);
|
|
}
|
|
msaa3d.color = 0;
|
|
}
|
|
|
|
if (msaa3d.depth != 0) {
|
|
if (view_count == 1) {
|
|
GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.depth);
|
|
} else {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.depth);
|
|
}
|
|
msaa3d.depth = 0;
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::_clear_intermediate_buffers() {
|
|
if (internal3d.fbo) {
|
|
glDeleteFramebuffers(1, &internal3d.fbo);
|
|
internal3d.fbo = 0;
|
|
}
|
|
|
|
if (internal3d.color != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(internal3d.color);
|
|
internal3d.color = 0;
|
|
}
|
|
|
|
if (internal3d.depth != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(internal3d.depth);
|
|
internal3d.depth = 0;
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_depth) {
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
|
|
// Setup our back buffer
|
|
|
|
if (backbuffer3d.fbo == 0) {
|
|
glGenFramebuffers(1, &backbuffer3d.fbo);
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer3d.fbo);
|
|
|
|
bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
|
|
GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
|
|
uint32_t depth_format_size = 3;
|
|
|
|
if (backbuffer3d.color == 0 && p_need_color) {
|
|
glGenTextures(1, &backbuffer3d.color);
|
|
glBindTexture(texture_target, backbuffer3d.color);
|
|
|
|
if (use_multiview) {
|
|
glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
|
|
} else {
|
|
glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, 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(backbuffer3d.color, internal_size.x * internal_size.y * view_count * color_format_size, "3D Back buffer color texture");
|
|
|
|
#ifndef IOS_ENABLED
|
|
if (use_multiview) {
|
|
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer3d.color, 0, 0, view_count);
|
|
} else {
|
|
#else
|
|
{
|
|
#endif
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, backbuffer3d.color, 0);
|
|
}
|
|
}
|
|
|
|
if (backbuffer3d.depth == 0 && p_need_depth) {
|
|
glGenTextures(1, &backbuffer3d.depth);
|
|
glBindTexture(texture_target, backbuffer3d.depth);
|
|
|
|
if (use_multiview) {
|
|
glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
|
} else {
|
|
glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_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(backbuffer3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size, "3D back buffer depth texture");
|
|
|
|
#ifndef IOS_ENABLED
|
|
if (use_multiview) {
|
|
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, backbuffer3d.depth, 0, 0, view_count);
|
|
} else {
|
|
#else
|
|
{
|
|
#endif
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, backbuffer3d.depth, 0);
|
|
}
|
|
}
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
_clear_back_buffers();
|
|
WARN_PRINT("Could not create 3D back buffers, status: " + texture_storage->get_framebuffer_error(status));
|
|
}
|
|
|
|
glBindTexture(texture_target, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::_clear_back_buffers() {
|
|
if (backbuffer3d.fbo) {
|
|
glDeleteFramebuffers(1, &backbuffer3d.fbo);
|
|
backbuffer3d.fbo = 0;
|
|
}
|
|
|
|
if (backbuffer3d.color != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.color);
|
|
backbuffer3d.color = 0;
|
|
}
|
|
|
|
if (backbuffer3d.depth != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.depth);
|
|
backbuffer3d.depth = 0;
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::set_glow_enabled(bool p_glow_enabled) {
|
|
if (glow.glow_enabled != p_glow_enabled) {
|
|
glow.glow_enabled = p_glow_enabled;
|
|
|
|
// Clear our main buffers, this can impact them.
|
|
_clear_msaa3d_buffers();
|
|
_clear_intermediate_buffers();
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::check_glow_buffers() {
|
|
if (glow.levels[0].color != 0) {
|
|
// already have these setup..
|
|
return;
|
|
}
|
|
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
Size2i level_size = internal_size;
|
|
for (int i = 0; i < 4; i++) {
|
|
level_size.x = MAX(level_size.x >> 1, 4);
|
|
level_size.y = MAX(level_size.y >> 1, 4);
|
|
|
|
glow.levels[i].size = level_size;
|
|
|
|
// Create our texture
|
|
glGenTextures(1, &glow.levels[i].color);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, glow.levels[i].color);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, level_size.x, level_size.y, 0, color_format, color_type, nullptr);
|
|
|
|
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, 0);
|
|
|
|
GLES3::Utilities::get_singleton()->texture_allocated_data(glow.levels[i].color, level_size.x * level_size.y * color_format_size, String("Glow buffer ") + String::num_int64(i));
|
|
|
|
// Create our FBO
|
|
glGenFramebuffers(1, &glow.levels[i].fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, glow.levels[i].fbo);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glow.levels[i].color, 0);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
WARN_PRINT("Could not create glow buffers, status: " + texture_storage->get_framebuffer_error(status));
|
|
_clear_glow_buffers();
|
|
break;
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::_clear_glow_buffers() {
|
|
for (int i = 0; i < 4; i++) {
|
|
if (glow.levels[i].fbo != 0) {
|
|
glDeleteFramebuffers(1, &glow.levels[i].fbo);
|
|
glow.levels[i].fbo = 0;
|
|
}
|
|
|
|
if (glow.levels[i].color != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(glow.levels[i].color);
|
|
glow.levels[i].color = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderSceneBuffersGLES3::free_render_buffer_data() {
|
|
_clear_msaa3d_buffers();
|
|
_clear_intermediate_buffers();
|
|
_clear_back_buffers();
|
|
_clear_glow_buffers();
|
|
}
|
|
|
|
GLuint RenderSceneBuffersGLES3::get_render_fbo() {
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
GLuint rt_fbo = 0;
|
|
|
|
_check_render_buffers();
|
|
|
|
if (msaa3d.check_fbo_cache) {
|
|
GLuint color = texture_storage->render_target_get_color(render_target);
|
|
GLuint depth = texture_storage->render_target_get_depth(render_target);
|
|
|
|
rt_fbo = _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
|
|
if (rt_fbo == 0) {
|
|
// Somehow couldn't obtain this? Just render without MSAA.
|
|
rt_fbo = texture_storage->render_target_get_fbo(render_target);
|
|
}
|
|
} else if (msaa3d.fbo != 0) {
|
|
// We have an MSAA fbo, render to our MSAA buffer
|
|
return msaa3d.fbo;
|
|
} else if (internal3d.fbo != 0) {
|
|
// We have an internal buffer, render to our internal buffer!
|
|
return internal3d.fbo;
|
|
} else {
|
|
rt_fbo = texture_storage->render_target_get_fbo(render_target);
|
|
}
|
|
|
|
if (texture_storage->render_target_is_reattach_textures(render_target)) {
|
|
GLuint color = texture_storage->render_target_get_color(render_target);
|
|
GLuint depth = texture_storage->render_target_get_depth(render_target);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, rt_fbo);
|
|
_rt_attach_textures(color, depth, msaa3d.samples, view_count);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
|
|
}
|
|
|
|
return rt_fbo;
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|