4b42379c8f
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
353 lines
12 KiB
C++
353 lines
12 KiB
C++
/*************************************************************************/
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/* utilities.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) 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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#ifdef GLES3_ENABLED
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#include "utilities.h"
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#include "config.h"
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#include "light_storage.h"
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#include "material_storage.h"
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#include "mesh_storage.h"
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#include "particles_storage.h"
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#include "texture_storage.h"
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using namespace GLES3;
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Utilities *Utilities::singleton = nullptr;
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Utilities::Utilities() {
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singleton = this;
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}
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Utilities::~Utilities() {
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singleton = nullptr;
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}
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Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
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Vector<uint8_t> ret;
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ret.resize(p_buffer_size);
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glBindBuffer(p_target, p_buffer);
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#if defined(__EMSCRIPTEN__)
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{
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uint8_t *w = ret.ptrw();
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glGetBufferSubData(p_target, 0, p_buffer_size, w);
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}
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#else
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void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
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ERR_FAIL_NULL_V(data, Vector<uint8_t>());
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{
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uint8_t *w = ret.ptrw();
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memcpy(w, data, p_buffer_size);
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}
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glUnmapBuffer(p_target);
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#endif
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glBindBuffer(p_target, 0);
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return ret;
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}
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/* INSTANCES */
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RS::InstanceType Utilities::get_base_type(RID p_rid) const {
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if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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return RS::INSTANCE_MESH;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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return RS::INSTANCE_MULTIMESH;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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return RS::INSTANCE_LIGHT;
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}
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return RS::INSTANCE_NONE;
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}
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bool Utilities::free(RID p_rid) {
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if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
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GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
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return true;
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} else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
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GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
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return true;
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} else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
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GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
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GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
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return true;
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} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
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GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
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return true;
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} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
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GLES3::LightStorage::get_singleton()->light_free(p_rid);
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return true;
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} else {
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return false;
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}
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/*
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else if (reflection_probe_owner.owns(p_rid)) {
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// delete the texture
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ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
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reflection_probe->instance_remove_deps();
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reflection_probe_owner.free(p_rid);
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memdelete(reflection_probe);
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return true;
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} else if (lightmap_capture_data_owner.owns(p_rid)) {
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// delete the texture
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LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
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lightmap_capture->instance_remove_deps();
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lightmap_capture_data_owner.free(p_rid);
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memdelete(lightmap_capture);
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return true;
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} else if (canvas_occluder_owner.owns(p_rid)) {
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CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
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if (co->index_id) {
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glDeleteBuffers(1, &co->index_id);
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}
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if (co->vertex_id) {
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glDeleteBuffers(1, &co->vertex_id);
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}
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canvas_occluder_owner.free(p_rid);
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memdelete(co);
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return true;
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} else if (canvas_light_shadow_owner.owns(p_rid)) {
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CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
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glDeleteFramebuffers(1, &cls->fbo);
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glDeleteRenderbuffers(1, &cls->depth);
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glDeleteTextures(1, &cls->distance);
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canvas_light_shadow_owner.free(p_rid);
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memdelete(cls);
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return true;
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}
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*/
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}
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/* DEPENDENCIES */
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void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
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if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
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Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
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p_instance->update_dependency(&mesh->dependency);
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} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
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MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
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p_instance->update_dependency(&multimesh->dependency);
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if (multimesh->mesh.is_valid()) {
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base_update_dependency(multimesh->mesh, p_instance);
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}
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} else if (LightStorage::get_singleton()->owns_light(p_base)) {
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Light *l = LightStorage::get_singleton()->get_light(p_base);
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p_instance->update_dependency(&l->dependency);
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}
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}
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/* VISIBILITY NOTIFIER */
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RID Utilities::visibility_notifier_allocate() {
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return RID();
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}
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void Utilities::visibility_notifier_initialize(RID p_notifier) {
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}
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void Utilities::visibility_notifier_free(RID p_notifier) {
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}
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void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
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}
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void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
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}
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AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
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return AABB();
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}
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void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
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}
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/* TIMING */
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//void Utilities::render_info_begin_capture() {
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// info.snap = info.render;
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//}
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//void Utilities::render_info_end_capture() {
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// info.snap.object_count = info.render.object_count - info.snap.object_count;
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// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
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// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
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// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
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// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
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// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
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// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
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// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
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//}
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//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME: {
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// return info.snap.object_count;
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// } break;
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// case RS::INFO_VERTICES_IN_FRAME: {
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// return info.snap.vertices_count;
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// } break;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
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// return info.snap.material_switch_count;
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// } break;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
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// return info.snap.shader_rebind_count;
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// } break;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
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// return info.snap.surface_switch_count;
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// } break;
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// case RS::INFO_DRAW_CALLS_IN_FRAME: {
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// return info.snap.draw_call_count;
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// } break;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME: {
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// return info.snap._2d_item_count;
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// } break;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
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// return info.snap._2d_draw_call_count;
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// } break;
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// */
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// default: {
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// return get_render_info(p_info);
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// }
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// }
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//}
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//int Utilities::get_render_info(RS::RenderInfo p_info) {
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// switch (p_info) {
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// case RS::INFO_OBJECTS_IN_FRAME:
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// return info.render_final.object_count;
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// case RS::INFO_VERTICES_IN_FRAME:
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// return info.render_final.vertices_count;
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// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
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// return info.render_final.material_switch_count;
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// case RS::INFO_SHADER_CHANGES_IN_FRAME:
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// return info.render_final.shader_rebind_count;
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// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
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// return info.render_final.surface_switch_count;
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// case RS::INFO_DRAW_CALLS_IN_FRAME:
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// return info.render_final.draw_call_count;
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// /*
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// case RS::INFO_2D_ITEMS_IN_FRAME:
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// return info.render_final._2d_item_count;
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// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
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// return info.render_final._2d_draw_call_count;
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//*/
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// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
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// return 0; //no idea
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// case RS::INFO_VIDEO_MEM_USED:
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// return info.vertex_mem + info.texture_mem;
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// case RS::INFO_TEXTURE_MEM_USED:
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// return info.texture_mem;
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// case RS::INFO_VERTEX_MEM_USED:
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// return info.vertex_mem;
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// default:
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// return 0; //no idea either
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// }
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//}
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/* MISC */
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void Utilities::update_dirty_resources() {
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MaterialStorage::get_singleton()->_update_global_shader_uniforms();
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MaterialStorage::get_singleton()->_update_queued_materials();
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//MeshStorage::get_singleton()->_update_dirty_skeletons();
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MeshStorage::get_singleton()->_update_dirty_multimeshes();
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}
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void Utilities::set_debug_generate_wireframes(bool p_generate) {
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}
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bool Utilities::has_os_feature(const String &p_feature) const {
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Config *config = Config::get_singleton();
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if (!config) {
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return false;
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}
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if (p_feature == "rgtc") {
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return config->rgtc_supported;
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}
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if (p_feature == "s3tc") {
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return config->s3tc_supported;
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}
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if (p_feature == "bptc") {
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return config->bptc_supported;
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}
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if (p_feature == "etc" || p_feature == "etc2") {
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return config->etc2_supported;
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}
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return false;
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}
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void Utilities::update_memory_info() {
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}
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uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
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return 0;
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}
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String Utilities::get_video_adapter_name() const {
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return (const char *)glGetString(GL_RENDERER);
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}
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String Utilities::get_video_adapter_vendor() const {
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return (const char *)glGetString(GL_VENDOR);
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}
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RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
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return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
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}
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String Utilities::get_video_adapter_api_version() const {
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return (const char *)glGetString(GL_VERSION);
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}
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#endif // GLES3_ENABLED
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