Przeglądaj źródła

Merge pull request #83976 from BastiaanOlij/gles3_msaa_scaler

Add 3D MSAA and scaling support to GLES3
Rémi Verschelde 1 rok temu
rodzic
commit
a311a4b162

+ 2 - 0
doc/classes/ProjectSettings.xml

@@ -2778,9 +2778,11 @@
 		</member>
 		<member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false">
 			If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
+			[b]Note:[/b] Only works on compatibility renderer.
 		</member>
 		<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;">
 			Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
+			[b]Note:[/b] Only works on compatibility renderer.
 		</member>
 		<member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
 			Specify the default reference space.

+ 150 - 28
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2238,9 +2238,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 
 	bool fb_cleared = false;
 
-	Size2i screen_size;
-	screen_size.x = rb->width;
-	screen_size.y = rb->height;
+	Size2i screen_size = rb->internal_size;
 
 	bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
 
@@ -2360,8 +2358,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 		}
 	}
 
-	glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-	glViewport(0, 0, rb->width, rb->height);
+	GLuint fbo = rb->get_render_fbo();
+
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+	glViewport(0, 0, rb->internal_size.x, rb->internal_size.y);
 
 	glCullFace(GL_BACK);
 	glEnable(GL_CULL_FACE);
@@ -2463,25 +2463,48 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 	}
 
 	if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
-		texture_storage->copy_scene_to_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture);
-		glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
-		glReadBuffer(GL_COLOR_ATTACHMENT0);
-		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rt->backbuffer_fbo);
-		if (scene_state.used_screen_texture) {
-			glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
-					0, 0, rt->size.x, rt->size.y,
-					GL_COLOR_BUFFER_BIT, GL_NEAREST);
-			glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
-			glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
-		}
-		if (scene_state.used_depth_texture) {
-			glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
-					0, 0, rt->size.x, rt->size.y,
-					GL_DEPTH_BUFFER_BIT, GL_NEAREST);
-			glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
-			glBindTexture(GL_TEXTURE_2D, rt->backbuffer_depth);
-		}
-		glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+		Size2i size;
+		GLuint backbuffer_fbo = 0;
+		GLuint backbuffer = 0;
+		GLuint backbuffer_depth = 0;
+
+		if (rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_OFF) {
+			texture_storage->check_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture); // note, badly names, this just allocates!
+
+			size = rt->size;
+			backbuffer_fbo = rt->backbuffer_fbo;
+			backbuffer = rt->backbuffer;
+			backbuffer_depth = rt->backbuffer_depth;
+		} else {
+			rb->check_backbuffer(scene_state.used_screen_texture, scene_state.used_depth_texture);
+			size = rb->get_internal_size();
+			backbuffer_fbo = rb->get_backbuffer_fbo();
+			backbuffer = rb->get_backbuffer();
+			backbuffer_depth = rb->get_backbuffer_depth();
+		}
+
+		if (backbuffer_fbo != 0) {
+			glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+			glReadBuffer(GL_COLOR_ATTACHMENT0);
+			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backbuffer_fbo);
+			if (scene_state.used_screen_texture) {
+				glBlitFramebuffer(0, 0, size.x, size.y,
+						0, 0, size.x, size.y,
+						GL_COLOR_BUFFER_BIT, GL_NEAREST);
+				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
+				glBindTexture(GL_TEXTURE_2D, backbuffer);
+			}
+			if (scene_state.used_depth_texture) {
+				glBlitFramebuffer(0, 0, size.x, size.y,
+						0, 0, size.x, size.y,
+						GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+				glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+				glBindTexture(GL_TEXTURE_2D, backbuffer_depth);
+			}
+		}
+
+		// Bound framebuffer may have changed, so change it back
+		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
 	}
 
 	RENDER_TIMESTAMP("Render 3D Transparent Pass");
@@ -2498,14 +2521,110 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 	}
 
 	if (rb.is_valid()) {
-		_render_buffers_debug_draw(rb, p_shadow_atlas);
+		_render_buffers_debug_draw(rb, p_shadow_atlas, fbo);
 	}
 	glDisable(GL_BLEND);
+
+	_render_post_processing(&render_data);
+
 	texture_storage->render_target_disable_clear_request(rb->render_target);
 
 	glActiveTexture(GL_TEXTURE0);
 }
 
+void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_render_data) {
+	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+	Ref<RenderSceneBuffersGLES3> rb = p_render_data->render_buffers;
+	ERR_FAIL_COND(rb.is_null());
+
+	RID render_target = rb->get_render_target();
+	Size2i internal_size = rb->get_internal_size();
+	Size2i target_size = rb->get_target_size();
+	uint32_t view_count = rb->get_view_count();
+
+	// bool msaa2d_needs_resolve = texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED && !GLES3::Config::get_singleton()->rt_msaa_supported;
+	bool msaa3d_needs_resolve = rb->get_msaa_needs_resolve();
+	GLuint fbo_msaa_3d = rb->get_msaa3d_fbo();
+	GLuint fbo_int = rb->get_internal_fbo();
+	GLuint fbo_rt = texture_storage->render_target_get_fbo(render_target); // TODO if MSAA 2D is enabled and we're not using rt_msaa, get 2D render target here.
+
+	if (view_count == 1) {
+		// Resolve if needed.
+		if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+			// We can use blit to copy things over
+			glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_msaa_3d);
+
+			if (fbo_int != 0) {
+				// We can't combine resolve and scaling, so resolve into our internal buffer
+				glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_int);
+			} else {
+				glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+			}
+			glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+		}
+
+		if (fbo_int != 0) {
+			// TODO If we have glow or other post processing, we upscale only depth here, post processing will also do scaling.
+			glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
+			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+			glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+			glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+		}
+
+		glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+	} else if ((fbo_msaa_3d != 0 && msaa3d_needs_resolve) || (fbo_int != 0)) {
+		// TODO investigate if it's smarter to cache these FBOs
+		GLuint fbos[2]; // read and write
+		glGenFramebuffers(2, fbos);
+
+		glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+
+		if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+			GLuint read_color = rb->get_msaa3d_color();
+			GLuint read_depth = rb->get_msaa3d_depth();
+			GLuint write_color = 0;
+			GLuint write_depth = 0;
+
+			if (fbo_int != 0) {
+				write_color = rb->get_internal_color();
+				write_depth = rb->get_internal_depth();
+			} else {
+				write_color = texture_storage->render_target_get_color(render_target);
+				write_depth = texture_storage->render_target_get_depth(render_target);
+			}
+
+			for (uint32_t v = 0; v < view_count; v++) {
+				glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+				glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+				glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+				glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+				glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+			}
+		}
+
+		if (fbo_int != 0) {
+			GLuint read_color = rb->get_internal_color();
+			GLuint read_depth = rb->get_internal_depth();
+			GLuint write_color = texture_storage->render_target_get_color(render_target);
+			GLuint write_depth = texture_storage->render_target_get_depth(render_target);
+
+			for (uint32_t v = 0; v < view_count; v++) {
+				glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+				glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+				glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+				glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+
+				glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+				glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+			}
+		}
+
+		glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+		glDeleteFramebuffers(2, fbos);
+	}
+}
+
 template <PassMode p_pass_mode>
 void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
 	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
@@ -3125,7 +3244,7 @@ Ref<RenderSceneBuffers> RasterizerSceneGLES3::render_buffers_create() {
 	return rb;
 }
 
-void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas) {
+void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo) {
 	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
 	GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
 	GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
@@ -3202,8 +3321,11 @@ void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES
 					}
 				}
 			}
-			glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-			glViewport(0, 0, rt->size.width, rt->size.height);
+
+			// Set back to FBO
+			glBindFramebuffer(GL_FRAMEBUFFER, p_fbo);
+			Size2i size = p_render_buffers->get_internal_size();
+			glViewport(0, 0, size.width, size.height);
 			glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
 
 			copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));

+ 2 - 1
drivers/gles3/rasterizer_scene_gles3.h

@@ -518,6 +518,7 @@ private:
 	void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
 	void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
 	void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1));
+	void _render_post_processing(const RenderDataGLES3 *p_render_data);
 
 	template <PassMode p_pass_mode>
 	_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
@@ -530,7 +531,7 @@ protected:
 	float screen_space_roughness_limiter_amount = 0.25;
 	float screen_space_roughness_limiter_limit = 0.18;
 
-	void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas);
+	void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo);
 
 	/* Camera Attributes */
 

+ 35 - 0
drivers/gles3/storage/config.cpp

@@ -92,14 +92,49 @@ Config::Config() {
 		anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
 	}
 
+	glGetIntegerv(GL_MAX_SAMPLES, &msaa_max_samples);
+#ifdef WEB_ENABLED
+	msaa_supported = (msaa_max_samples > 0);
+#else
+	msaa_supported = extensions.has("GL_EXT_framebuffer_multisample");
+#endif
+#ifndef IOS_ENABLED
+	msaa_multiview_supported = extensions.has("GL_EXT_multiview_texture_multisample");
 	multiview_supported = extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
+#endif
+
 #ifdef ANDROID_ENABLED
+	// These are GLES only
+	rt_msaa_supported = extensions.has("GL_EXT_multisampled_render_to_texture");
+	rt_msaa_multiview_supported = extensions.has("GL_OVR_multiview_multisampled_render_to_texture");
+
 	if (multiview_supported) {
 		eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
 		if (eglFramebufferTextureMultiviewOVR == nullptr) {
 			multiview_supported = false;
 		}
 	}
+
+	if (msaa_multiview_supported) {
+		eglTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)eglGetProcAddress("glTexStorage3DMultisample");
+		if (eglTexStorage3DMultisample == nullptr) {
+			msaa_multiview_supported = false;
+		}
+	}
+
+	if (rt_msaa_supported) {
+		eglFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress("glFramebufferTexture2DMultisampleEXT");
+		if (eglFramebufferTexture2DMultisampleEXT == nullptr) {
+			rt_msaa_supported = false;
+		}
+	}
+
+	if (rt_msaa_multiview_supported) {
+		eglFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultisampleMultiviewOVR");
+		if (eglFramebufferTextureMultisampleMultiviewOVR == nullptr) {
+			rt_msaa_multiview_supported = false;
+		}
+	}
 #endif
 
 	force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");

+ 12 - 0
drivers/gles3/storage/config.h

@@ -42,6 +42,9 @@
 
 #ifdef ANDROID_ENABLED
 typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLint, GLsizei);
+typedef void (*PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean);
+typedef void (*PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)(GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);
+typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLsizei, GLint, GLsizei);
 #endif
 
 namespace GLES3 {
@@ -82,9 +85,18 @@ public:
 	bool support_anisotropic_filter = false;
 	float anisotropic_level = 0.0f;
 
+	GLint msaa_max_samples = 0;
+	bool msaa_supported = false;
+	bool msaa_multiview_supported = false;
+	bool rt_msaa_supported = false;
+	bool rt_msaa_multiview_supported = false;
 	bool multiview_supported = false;
+
 #ifdef ANDROID_ENABLED
 	PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
+	PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;
+	PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC eglFramebufferTexture2DMultisampleEXT = nullptr;
+	PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC eglFramebufferTextureMultisampleMultiviewOVR = nullptr;
 #endif
 
 	static Config *get_singleton() { return singleton; };

+ 0 - 4
drivers/gles3/storage/material_storage.cpp

@@ -3000,10 +3000,6 @@ void SceneShaderData::set_code(const String &p_code) {
 		WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend.");
 	}
 
-	if (uses_depth_texture) {
-		WARN_PRINT_ONCE_ED("Reading from the depth texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
-	}
-
 	if (uses_normal_texture) {
 		WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends.");
 	}

+ 486 - 8
drivers/gles3/storage/render_scene_buffers_gles3.cpp

@@ -31,30 +31,508 @@
 #ifdef GLES3_ENABLED
 
 #include "render_scene_buffers_gles3.h"
+#include "config.h"
 #include "texture_storage.h"
+#include "utilities.h"
+
+#ifdef ANDROID_ENABLED
+#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
+#define glTexStorage3DMultisample GLES3::Config::get_singleton()->eglTexStorage3DMultisample
+#define glFramebufferTexture2DMultisampleEXT GLES3::Config::get_singleton()->eglFramebufferTexture2DMultisampleEXT
+#define glFramebufferTextureMultisampleMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultisampleMultiviewOVR
+#endif // ANDROID_ENABLED
+
+// Will only be defined if GLES 3.2 headers are included
+#ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#endif
 
 RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
 	free_render_buffer_data();
 }
 
+GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
+	FBDEF new_fbo;
+
+#ifdef ANDROID_ENABLED
+	// There shouldn't be more then 3 entries in this...
+	for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
+		if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
+			return cached_fbo.fbo;
+		}
+	}
+
+	new_fbo.color = p_color;
+	new_fbo.depth = p_depth;
+
+	glGenFramebuffers(1, &new_fbo.fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
+
+	if (p_view_count > 1) {
+		glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
+		glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
+	} else {
+		glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
+		glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
+	}
+
+	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+	if (status != GL_FRAMEBUFFER_COMPLETE) {
+		WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+
+		glDeleteFramebuffers(1, &new_fbo.fbo);
+
+		new_fbo.fbo = 0;
+	} else {
+		// cache it!
+		msaa3d.cached_fbos.push_back(new_fbo);
+	}
+
+	glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+	return new_fbo.fbo;
+}
+
 void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
-	//internal_size.x = p_config->get_internal_size().x; // ignore for now
-	//internal_size.y = p_config->get_internal_size().y;
-	width = p_config->get_target_size().x;
-	height = p_config->get_target_size().y;
-	//scaling_3d_mode = p_config->get_scaling_3d_mode()
+	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+	GLES3::Config *config = GLES3::Config::get_singleton();
+
+	free_render_buffer_data();
+
+	internal_size = p_config->get_internal_size();
+	target_size = p_config->get_target_size();
+	scaling_3d_mode = p_config->get_scaling_3d_mode();
 	//fsr_sharpness = p_config->get_fsr_sharpness();
 	//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
 	render_target = p_config->get_render_target();
-	//msaa = p_config->get_msaa_3d();
+	msaa3d.mode = p_config->get_msaa_3d();
 	//screen_space_aa = p_config->get_screen_space_aa();
 	//use_debanding = p_config->get_use_debanding();
-	view_count = p_config->get_view_count();
+	view_count = config->multiview_supported ? p_config->get_view_count() : 1;
 
-	free_render_buffer_data();
+	ERR_FAIL_COND(view_count == 0);
+	bool use_multiview = view_count > 1;
+
+	// Check our scaling mode
+	if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size.x == 0 && internal_size.y == 0) {
+		// Disable, no size set.
+		scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
+	} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size == target_size) {
+		// If size matches, we won't use scaling.
+		scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
+	} else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR) {
+		// We only support bilinear scaling atm.
+		WARN_PRINT_ONCE("GLES only supports bilinear scaling.");
+		scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
+	}
+
+	bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF; // TODO also need this if doing post processing like glow
+	if (use_internal_buffer) {
+		// Setup our internal buffer.
+		bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+		GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+		GLuint color_format = GL_RGBA;
+		GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+
+		GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+
+		// Create our color buffer.
+		glGenTextures(1, &internal3d.color);
+		glBindTexture(texture_target, internal3d.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(internal3d.color, internal_size.x * internal_size.y * view_count * 4, "3D color texture");
+
+		// Create our depth buffer.
+		glGenTextures(1, &internal3d.depth);
+		glBindTexture(texture_target, internal3d.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(internal3d.depth, internal_size.x * internal_size.y * view_count * 3, "3D depth texture");
+
+		// Create our internal 3D FBO.
+		// Note that if MSAA is used and our rt_msaa_* extensions are available, this is only used for blitting and effects.
+		glGenFramebuffers(1, &internal3d.fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, internal3d.fbo);
+
+#ifndef IOS_ENABLED
+		if (use_multiview) {
+			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
+			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
+		} else {
+#else
+		{
+#endif
+			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, internal3d.color, 0);
+			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
+		}
+
+		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			_clear_intermediate_buffers();
+			WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
+		}
+
+		glBindTexture(texture_target, 0);
+		glBindFramebuffer(GL_FRAMEBUFFER, 0);
+	}
+
+	// Check if we support MSAA.
+	if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && internal_size.x == 0 && internal_size.y == 0) {
+		// Disable, no size set.
+		msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+	} else if (!use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_supported && !config->rt_msaa_supported) {
+		WARN_PRINT_ONCE("MSAA is not supported on this device.");
+		msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+	} else if (use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_multiview_supported && !config->rt_msaa_multiview_supported) {
+		WARN_PRINT_ONCE("Multiview MSAA is not supported on this device.");
+		msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+	}
+
+	if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
+		// Setup MSAA.
+		const GLsizei samples[] = { 1, 2, 4, 8 };
+		msaa3d.samples = samples[msaa3d.mode];
+
+		// Constrain by limits of OpenGL driver.
+		if (msaa3d.samples > config->msaa_max_samples) {
+			msaa3d.samples = config->msaa_max_samples;
+		}
+
+		if (!use_multiview && !config->rt_msaa_supported) {
+			// Render to texture extensions not supported? fall back to MSAA framebuffer through GL_EXT_framebuffer_multisample.
+			// Note, if 2D MSAA matches 3D MSAA and we're not scaling, it would be ideal if we reuse our 2D MSAA buffer here.
+			// We can't however because we don't trigger a change in configuration if 2D MSAA changes.
+			// We'll accept the overhead in this situation.
+
+			msaa3d.needs_resolve = true;
+			msaa3d.check_fbo_cache = false;
+
+			bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+			GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+
+			// Create our color buffer.
+			glGenRenderbuffers(1, &msaa3d.color);
+			glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.color);
+
+			glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y);
+			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");
+
+			// Create our depth buffer.
+			glGenRenderbuffers(1, &msaa3d.depth);
+			glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
+
+			glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
+			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");
+
+			// Create our MSAA 3D FBO.
+			glGenFramebuffers(1, &msaa3d.fbo);
+			glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
+
+			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
+			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
+
+			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+			if (status != GL_FRAMEBUFFER_COMPLETE) {
+				_clear_msaa3d_buffers();
+				WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
+			}
+
+			glBindRenderbuffer(GL_RENDERBUFFER, 0);
+			glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
+		} else if (use_multiview && !config->rt_msaa_multiview_supported) {
+			// Render to texture extensions not supported? fall back to MSAA textures through GL_EXT_multiview_texture_multisample.
+			msaa3d.needs_resolve = true;
+			msaa3d.check_fbo_cache = false;
+
+			bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+			GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+
+			// Create our color buffer.
+			glGenTextures(1, &msaa3d.color);
+			glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.color);
+
+#ifdef ANDROID_ENABLED
+			glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#else
+			glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#endif
+
+			GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color texture");
+
+			// Create our depth buffer.
+			glGenTextures(1, &msaa3d.depth);
+			glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
+
+#ifdef ANDROID_ENABLED
+			glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#else
+			glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#endif
+
+			GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * msaa3d.samples, "MSAA 3D depth texture");
+
+			// Create our MSAA 3D FBO.
+			glGenFramebuffers(1, &msaa3d.fbo);
+			glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
+
+			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
+			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
+
+			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+			if (status != GL_FRAMEBUFFER_COMPLETE) {
+				_clear_msaa3d_buffers();
+				WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
+			}
+
+			glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
+			glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED) // Only supported on OpenGLES!
+		} else if (!use_internal_buffer) {
+			// 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;
+#endif
+#ifdef ANDROID_ENABLED
+		} 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);
+
+			if (use_multiview) {
+				glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, msaa3d.samples, 0, view_count);
+				glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, msaa3d.samples, 0, view_count);
+			} else {
+				glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, internal3d.color, 0, msaa3d.samples);
+				glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, internal3d.depth, 0, msaa3d.samples);
+			}
+
+			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+			if (status != GL_FRAMEBUFFER_COMPLETE) {
+				_clear_msaa3d_buffers();
+				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 is_transparent = texture_storage->render_target_get_transparent(render_target);
+	GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+	GLuint color_format = GL_RGBA;
+	GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+
+	bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
+	GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+
+	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 * 4, "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 * 3, "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::free_render_buffer_data() {
+	_clear_msaa3d_buffers();
+	_clear_intermediate_buffers();
+	_clear_back_buffers();
+}
+
+GLuint RenderSceneBuffersGLES3::get_render_fbo() {
+	if (msaa3d.check_fbo_cache) {
+		GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+		GLuint color = texture_storage->render_target_get_color(render_target);
+		GLuint depth = texture_storage->render_target_get_depth(render_target);
+
+		return _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
+	} 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 {
+		GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+		return texture_storage->render_target_get_fbo(render_target);
+	}
 }
 
 #endif // GLES3_ENABLED

+ 60 - 8
drivers/gles3/storage/render_scene_buffers_gles3.h

@@ -41,21 +41,40 @@ class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
 	GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
 
 public:
-	// Original implementation, need to investigate which ones we'll keep like this and what we'll change...
-
-	int internal_width = 0;
-	int internal_height = 0;
-	int width = 0;
-	int height = 0;
+	Size2i internal_size; // Size of the buffer we render 3D content to.
+	Size2i target_size; // Size of our output buffer (render target).
+	RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
 	//float fsr_sharpness = 0.2f;
-	RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
 	//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+	//bool use_taa = false;
 	//bool use_debanding = false;
 	uint32_t view_count = 1;
 
 	RID render_target;
 
-	//built-in textures used for ping pong image processing and blurring
+	struct FBDEF {
+		GLuint color = 0;
+		GLuint depth = 0;
+		GLuint fbo = 0;
+	};
+
+	struct RTMSAA3D {
+		RS::ViewportMSAA mode = RS::VIEWPORT_MSAA_DISABLED;
+		bool needs_resolve = false;
+		GLsizei samples = 1;
+		GLuint color = 0;
+		GLuint depth = 0;
+		GLuint fbo = 0;
+
+		bool check_fbo_cache = false;
+		Vector<FBDEF> cached_fbos;
+	} msaa3d; // MSAA buffers used to render 3D
+
+	FBDEF internal3d; // buffers used to either render 3D (scaled/post) or to resolve MSAA into
+
+	FBDEF backbuffer3d; // our back buffer
+
+	// Built-in textures used for ping pong image processing and blurring.
 	struct Blur {
 		RID texture;
 
@@ -72,6 +91,12 @@ public:
 	Blur blur[2]; //the second one starts from the first mipmap
 
 private:
+	void _clear_msaa3d_buffers();
+	void _clear_intermediate_buffers();
+	void _clear_back_buffers();
+
+	GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
+
 public:
 	virtual ~RenderSceneBuffersGLES3();
 	virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
@@ -81,6 +106,33 @@ public:
 	virtual void set_use_debanding(bool p_use_debanding) override{};
 
 	void free_render_buffer_data();
+
+	void check_backbuffer(bool p_need_color, bool p_need_depth); // check if we need to initialise our backbuffer
+
+	GLuint get_render_fbo();
+	GLuint get_msaa3d_fbo() const { return msaa3d.fbo; }
+	GLuint get_msaa3d_color() const { return msaa3d.color; }
+	GLuint get_msaa3d_depth() const { return msaa3d.depth; }
+	bool get_msaa_needs_resolve() const { return msaa3d.needs_resolve; }
+	GLuint get_internal_fbo() const { return internal3d.fbo; }
+	GLuint get_internal_color() const { return internal3d.color; }
+	GLuint get_internal_depth() const { return internal3d.depth; }
+	GLuint get_backbuffer_fbo() const { return backbuffer3d.fbo; }
+	GLuint get_backbuffer() const { return backbuffer3d.color; }
+	GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
+
+	// Getters
+
+	_FORCE_INLINE_ RID get_render_target() const { return render_target; }
+	_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
+	_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
+	_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
+	_FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
+	//_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
+	_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa3d.mode; }
+	//_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
+	//_FORCE_INLINE_ bool get_use_taa() const { return use_taa; }
+	//_FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; }
 };
 
 #endif // GLES3_ENABLED

+ 40 - 4
drivers/gles3/storage/texture_storage.cpp

@@ -1732,7 +1732,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
 #else
 		{
 #endif
-			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, rt->color, 0);
 		}
 
 		// depth
@@ -1765,7 +1765,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
 #else
 		{
 #endif
-			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0);
 		}
 
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -1874,7 +1874,7 @@ void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 	}
 }
-void GLES3::TextureStorage::copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
+void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
 	if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) {
 		return;
 	}
@@ -1935,7 +1935,7 @@ void GLES3::TextureStorage::copy_scene_to_backbuffer(RenderTarget *rt, const boo
 	}
 }
 void TextureStorage::_clear_render_target(RenderTarget *rt) {
-	// there is nothing to clear when DIRECT_TO_SCREEN is used
+	// there is nothing else to clear when DIRECT_TO_SCREEN is used
 	if (rt->direct_to_screen) {
 		return;
 	}
@@ -2229,6 +2229,7 @@ void TextureStorage::render_target_clear_used(RID p_render_target) {
 void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
 	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
 	ERR_FAIL_NULL(rt);
+	ERR_FAIL_COND(rt->direct_to_screen);
 	if (p_msaa == rt->msaa) {
 		return;
 	}
@@ -2284,6 +2285,41 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
 	glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
 }
 
+GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const {
+	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+	ERR_FAIL_NULL_V(rt, 0);
+
+	return rt->fbo;
+}
+
+GLuint TextureStorage::render_target_get_color(RID p_render_target) const {
+	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+	ERR_FAIL_NULL_V(rt, 0);
+
+	if (rt->overridden.color.is_valid()) {
+		Texture *texture = get_texture(rt->overridden.color);
+		ERR_FAIL_NULL_V(texture, 0);
+
+		return texture->tex_id;
+	} else {
+		return rt->color;
+	}
+}
+
+GLuint TextureStorage::render_target_get_depth(RID p_render_target) const {
+	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+	ERR_FAIL_NULL_V(rt, 0);
+
+	if (rt->overridden.depth.is_valid()) {
+		Texture *texture = get_texture(rt->overridden.depth);
+		ERR_FAIL_NULL_V(texture, 0);
+
+		return texture->tex_id;
+	} else {
+		return rt->depth;
+	}
+}
+
 void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
 	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
 	ERR_FAIL_NULL(rt);

+ 6 - 2
drivers/gles3/storage/texture_storage.h

@@ -484,7 +484,7 @@ public:
 
 	/* Texture API */
 
-	Texture *get_texture(RID p_rid) {
+	Texture *get_texture(RID p_rid) const {
 		Texture *texture = texture_owner.get_or_null(p_rid);
 		if (texture && texture->is_proxy) {
 			return texture_owner.get_or_null(texture->proxy_to);
@@ -602,7 +602,7 @@ public:
 	RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
 	bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
 
-	void copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture);
+	void check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture);
 
 	virtual RID render_target_create() override;
 	virtual void render_target_free(RID p_rid) override;
@@ -636,6 +636,10 @@ public:
 	void render_target_disable_clear_request(RID p_render_target) override;
 	void render_target_do_clear_request(RID p_render_target) override;
 
+	GLuint render_target_get_fbo(RID p_render_target) const;
+	GLuint render_target_get_color(RID p_render_target) const;
+	GLuint render_target_get_depth(RID p_render_target) const;
+
 	virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
 	virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
 	GLuint render_target_get_sdf_texture(RID p_render_target);

+ 17 - 2
drivers/gles3/storage/utilities.cpp

@@ -85,6 +85,21 @@ Utilities::~Utilities() {
 		}
 	}
 
+	if (render_buffer_mem_cache) {
+		uint32_t leaked_data_size = 0;
+		for (const KeyValue<GLuint, ResourceAllocation> &E : render_buffer_allocs_cache) {
+#ifdef DEV_ENABLED
+			ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
+#else
+			ERR_PRINT("Render buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
+#endif
+			leaked_data_size += E.value.size;
+		}
+		if (leaked_data_size < render_buffer_mem_cache) {
+			ERR_PRINT("Render buffer cache is not empty. There may be an additional render buffer leak of " + itos(render_buffer_mem_cache - leaked_data_size) + " bytes.");
+		}
+	}
+
 	if (buffer_mem_cache) {
 		uint32_t leaked_data_size = 0;
 
@@ -362,11 +377,11 @@ void Utilities::update_memory_info() {
 
 uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
 	if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
-		return texture_mem_cache;
+		return texture_mem_cache + render_buffer_mem_cache; // Add render buffer memory to our texture mem.
 	} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
 		return buffer_mem_cache;
 	} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
-		return texture_mem_cache + buffer_mem_cache;
+		return texture_mem_cache + buffer_mem_cache + render_buffer_mem_cache;
 	}
 	return 0;
 }

+ 22 - 0
drivers/gles3/storage/utilities.h

@@ -50,9 +50,11 @@ private:
 		uint32_t size = 0;
 	};
 	HashMap<GLuint, ResourceAllocation> buffer_allocs_cache;
+	HashMap<GLuint, ResourceAllocation> render_buffer_allocs_cache;
 	HashMap<GLuint, ResourceAllocation> texture_allocs_cache;
 
 	uint64_t buffer_mem_cache = 0;
+	uint64_t render_buffer_mem_cache = 0;
 	uint64_t texture_mem_cache = 0;
 
 public:
@@ -88,6 +90,26 @@ public:
 		buffer_allocs_cache.erase(p_id);
 	}
 
+	_FORCE_INLINE_ void render_buffer_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
+		render_buffer_mem_cache += p_size;
+#ifdef DEV_ENABLED
+		ERR_FAIL_COND_MSG(render_buffer_allocs_cache.has(p_id), "trying to allocate render buffer with name " + p_name + " but ID already used by " + render_buffer_allocs_cache[p_id].name);
+#endif
+		ResourceAllocation resource_allocation;
+		resource_allocation.size = p_size;
+#ifdef DEV_ENABLED
+		resource_allocation.name = p_name + ": " + itos((uint64_t)p_id);
+#endif
+		render_buffer_allocs_cache[p_id] = resource_allocation;
+	}
+
+	_FORCE_INLINE_ void render_buffer_free_data(GLuint p_id) {
+		ERR_FAIL_COND(!render_buffer_allocs_cache.has(p_id));
+		glDeleteRenderbuffers(1, &p_id);
+		render_buffer_mem_cache -= render_buffer_allocs_cache[p_id].size;
+		render_buffer_allocs_cache.erase(p_id);
+	}
+
 	// Records that data was allocated for state tracking purposes.
 	_FORCE_INLINE_ void texture_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
 		texture_mem_cache += p_size;

+ 2 - 0
modules/openxr/doc_classes/OpenXRInterface.xml

@@ -129,9 +129,11 @@
 		</member>
 		<member name="foveation_dynamic" type="bool" setter="set_foveation_dynamic" getter="get_foveation_dynamic" default="false">
 			Enable dynamic foveation adjustment, the interface must be initialized before this is accessible. If enabled foveation will automatically adjusted between low and [member foveation_level].
+			[b]Note:[/b] Only works on compatibility renderer.
 		</member>
 		<member name="foveation_level" type="int" setter="set_foveation_level" getter="get_foveation_level" default="0">
 			Set foveation level from 0 (off) to 3 (high), the interface must be initialized before this is accessible.
+			[b]Note:[/b] Only works on compatibility renderer.
 		</member>
 		<member name="render_target_size_multiplier" type="float" setter="set_render_target_size_multiplier" getter="get_render_target_size_multiplier" default="1.0">
 			The render size multiplier for the current HMD. Must be set before the interface has been initialized.