rasterizer_canvas_gles3.cpp 55 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles3.h"
  31. #ifdef GLES3_ENABLED
  32. #include "core/os/os.h"
  33. #include "rasterizer_scene_gles3.h"
  34. #include "rasterizer_storage_gles3.h"
  35. #include "core/config/project_settings.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. #ifndef GLES_OVER_GL
  38. #define glClearDepth glClearDepthf
  39. #endif
  40. //static const GLenum gl_primitive[] = {
  41. // GL_POINTS,
  42. // GL_LINES,
  43. // GL_LINE_STRIP,
  44. // GL_LINE_LOOP,
  45. // GL_TRIANGLES,
  46. // GL_TRIANGLE_STRIP,
  47. // GL_TRIANGLE_FAN
  48. //};
  49. void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  50. p_mat4[0] = p_transform.elements[0][0];
  51. p_mat4[1] = p_transform.elements[0][1];
  52. p_mat4[2] = 0;
  53. p_mat4[3] = 0;
  54. p_mat4[4] = p_transform.elements[1][0];
  55. p_mat4[5] = p_transform.elements[1][1];
  56. p_mat4[6] = 0;
  57. p_mat4[7] = 0;
  58. p_mat4[8] = 0;
  59. p_mat4[9] = 0;
  60. p_mat4[10] = 1;
  61. p_mat4[11] = 0;
  62. p_mat4[12] = p_transform.elements[2][0];
  63. p_mat4[13] = p_transform.elements[2][1];
  64. p_mat4[14] = 0;
  65. p_mat4[15] = 1;
  66. }
  67. void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  68. p_mat2x4[0] = p_transform.elements[0][0];
  69. p_mat2x4[1] = p_transform.elements[1][0];
  70. p_mat2x4[2] = 0;
  71. p_mat2x4[3] = p_transform.elements[2][0];
  72. p_mat2x4[4] = p_transform.elements[0][1];
  73. p_mat2x4[5] = p_transform.elements[1][1];
  74. p_mat2x4[6] = 0;
  75. p_mat2x4[7] = p_transform.elements[2][1];
  76. }
  77. void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  78. p_mat2x3[0] = p_transform.elements[0][0];
  79. p_mat2x3[1] = p_transform.elements[0][1];
  80. p_mat2x3[2] = p_transform.elements[1][0];
  81. p_mat2x3[3] = p_transform.elements[1][1];
  82. p_mat2x3[4] = p_transform.elements[2][0];
  83. p_mat2x3[5] = p_transform.elements[2][1];
  84. }
  85. void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  86. p_mat4[0] = p_transform.basis.elements[0][0];
  87. p_mat4[1] = p_transform.basis.elements[1][0];
  88. p_mat4[2] = p_transform.basis.elements[2][0];
  89. p_mat4[3] = 0;
  90. p_mat4[4] = p_transform.basis.elements[0][1];
  91. p_mat4[5] = p_transform.basis.elements[1][1];
  92. p_mat4[6] = p_transform.basis.elements[2][1];
  93. p_mat4[7] = 0;
  94. p_mat4[8] = p_transform.basis.elements[0][2];
  95. p_mat4[9] = p_transform.basis.elements[1][2];
  96. p_mat4[10] = p_transform.basis.elements[2][2];
  97. p_mat4[11] = 0;
  98. p_mat4[12] = p_transform.origin.x;
  99. p_mat4[13] = p_transform.origin.y;
  100. p_mat4[14] = p_transform.origin.z;
  101. p_mat4[15] = 1;
  102. }
  103. void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
  104. storage->frame.current_rt = nullptr;
  105. storage->_set_current_render_target(p_to_render_target);
  106. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  107. // TODO: Setup Directional Lights
  108. // TODO: Setup lights
  109. {
  110. //update canvas state uniform buffer
  111. StateBuffer state_buffer;
  112. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  113. Transform3D screen_transform;
  114. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  115. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  116. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  117. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  118. Transform2D normal_transform = p_canvas_transform;
  119. normal_transform.elements[0].normalize();
  120. normal_transform.elements[1].normalize();
  121. normal_transform.elements[2] = Vector2();
  122. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  123. state_buffer.canvas_modulate[0] = p_modulate.r;
  124. state_buffer.canvas_modulate[1] = p_modulate.g;
  125. state_buffer.canvas_modulate[2] = p_modulate.b;
  126. state_buffer.canvas_modulate[3] = p_modulate.a;
  127. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  128. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  129. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  130. state_buffer.time = storage->frame.time;
  131. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  132. state_buffer.directional_light_count = 0; //directional_light_count;
  133. Vector2 canvas_scale = p_canvas_transform.get_scale();
  134. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  135. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  136. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  137. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  138. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  139. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  140. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  141. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  142. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  143. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  144. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  145. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  146. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer);
  147. glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
  148. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  149. }
  150. {
  151. state.default_filter = p_default_filter;
  152. state.default_repeat = p_default_repeat;
  153. }
  154. state.current_tex = RID();
  155. state.current_tex_ptr = nullptr;
  156. state.current_normal = RID();
  157. state.current_specular = RID();
  158. state.canvas_texscreen_used = false;
  159. r_sdf_used = false;
  160. int item_count = 0;
  161. glActiveTexture(GL_TEXTURE0);
  162. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  163. Item *ci = p_item_list;
  164. while (ci) {
  165. // just add all items for now
  166. items[item_count++] = ci;
  167. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  168. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  169. //then reset
  170. item_count = 0;
  171. }
  172. ci = ci->next;
  173. }
  174. }
  175. void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
  176. Item *current_clip = nullptr;
  177. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  178. RID framebuffer;
  179. Vector<Color> clear_colors;
  180. canvas_begin();
  181. RID prev_material;
  182. uint32_t index = 0;
  183. for (int i = 0; i < p_item_count; i++) {
  184. Item *ci = items[i];
  185. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  186. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
  187. if (material.is_null() && ci->canvas_group != nullptr) {
  188. material = default_canvas_group_material;
  189. }
  190. if (material != prev_material) {
  191. RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
  192. if (material_ptr) {
  193. shader_ptr = material_ptr->shader;
  194. if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
  195. shader_ptr = nullptr; // not a canvas item shader, don't use.
  196. }
  197. }
  198. if (shader_ptr) {
  199. if (true) { //check that shader has changed
  200. if (shader_ptr->canvas_item.uses_time) {
  201. RenderingServerDefault::redraw_request();
  202. }
  203. //state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
  204. state.current_shader_version = shader_ptr->version;
  205. }
  206. int tc = material_ptr->textures.size();
  207. Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
  208. ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw();
  209. for (int ti = 0; ti < tc; i++) {
  210. glActiveTexture(GL_TEXTURE0 + ti);
  211. RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second);
  212. if (!t) {
  213. switch (texture_uniforms[i].hint) {
  214. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  215. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  216. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  217. } break;
  218. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  219. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  220. } break;
  221. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  222. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  223. } break;
  224. default: {
  225. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  226. } break;
  227. }
  228. continue;
  229. }
  230. //Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
  231. if (t->redraw_if_visible) {
  232. RenderingServerDefault::redraw_request();
  233. }
  234. t = t->get_ptr();
  235. #ifdef TOOLS_ENABLED
  236. if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
  237. t->detect_normal(t->detect_normal_ud);
  238. }
  239. #endif
  240. if (t->render_target) {
  241. t->render_target->used_in_frame = true;
  242. }
  243. glBindTexture(t->target, t->tex_id);
  244. }
  245. } else {
  246. //state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
  247. state.current_shader_version = state.canvas_shader_default_version;
  248. }
  249. prev_material = material;
  250. }
  251. _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index);
  252. }
  253. // Render last command
  254. state.end_batch = true;
  255. _render_batch(index);
  256. canvas_end();
  257. }
  258. void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index) {
  259. RS::CanvasItemTextureFilter current_filter = state.default_filter;
  260. RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
  261. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  262. current_filter = p_item->texture_filter;
  263. }
  264. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  265. current_repeat = p_item->texture_repeat;
  266. }
  267. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  268. Transform2D draw_transform; // Used by transform command
  269. Color base_color = p_item->final_modulate;
  270. uint32_t base_flags = 0;
  271. RID last_texture;
  272. Size2 texpixel_size;
  273. bool skipping = false;
  274. const Item::Command *c = p_item->commands;
  275. while (c) {
  276. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  277. c = c->next;
  278. continue;
  279. }
  280. _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
  281. for (int i = 0; i < 4; i++) {
  282. state.instance_data_array[r_index].modulation[i] = 0.0;
  283. state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
  284. state.instance_data_array[r_index].src_rect[i] = 0.0;
  285. state.instance_data_array[r_index].dst_rect[i] = 0.0;
  286. state.instance_data_array[r_index].lights[i] = uint32_t(0);
  287. }
  288. state.instance_data_array[r_index].flags = base_flags;
  289. state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
  290. state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
  291. state.instance_data_array[r_index].pad[0] = 0.0;
  292. state.instance_data_array[r_index].pad[1] = 0.0;
  293. state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  294. switch (c->type) {
  295. case Item::Command::TYPE_RECT: {
  296. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  297. if (rect->flags & CANVAS_RECT_TILE) {
  298. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  299. }
  300. if (rect->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
  301. state.end_batch = true;
  302. _render_batch(r_index);
  303. state.current_primitive_points = 0;
  304. state.current_command = Item::Command::TYPE_RECT;
  305. }
  306. _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
  307. state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
  308. Rect2 src_rect;
  309. Rect2 dst_rect;
  310. if (rect->texture != RID()) {
  311. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  312. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  313. if (dst_rect.size.width < 0) {
  314. dst_rect.position.x += dst_rect.size.width;
  315. dst_rect.size.width *= -1;
  316. }
  317. if (dst_rect.size.height < 0) {
  318. dst_rect.position.y += dst_rect.size.height;
  319. dst_rect.size.height *= -1;
  320. }
  321. if (rect->flags & CANVAS_RECT_FLIP_H) {
  322. src_rect.size.x *= -1;
  323. }
  324. if (rect->flags & CANVAS_RECT_FLIP_V) {
  325. src_rect.size.y *= -1;
  326. }
  327. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  328. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  329. }
  330. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  331. state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
  332. }
  333. } else {
  334. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  335. if (dst_rect.size.width < 0) {
  336. dst_rect.position.x += dst_rect.size.width;
  337. dst_rect.size.width *= -1;
  338. }
  339. if (dst_rect.size.height < 0) {
  340. dst_rect.position.y += dst_rect.size.height;
  341. dst_rect.size.height *= -1;
  342. }
  343. src_rect = Rect2(0, 0, 1, 1);
  344. }
  345. if (rect->flags & CANVAS_RECT_MSDF) {
  346. state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
  347. state.instance_data_array[r_index].msdf[0] = rect->px_range; // Pixel range.
  348. state.instance_data_array[r_index].msdf[1] = rect->outline; // Outline size.
  349. state.instance_data_array[r_index].msdf[2] = 0.f; // Reserved.
  350. state.instance_data_array[r_index].msdf[3] = 0.f; // Reserved.
  351. }
  352. state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
  353. state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;
  354. state.instance_data_array[r_index].modulation[2] = rect->modulate.b * base_color.b;
  355. state.instance_data_array[r_index].modulation[3] = rect->modulate.a * base_color.a;
  356. state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
  357. state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
  358. state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
  359. state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
  360. state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
  361. state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
  362. state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
  363. state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
  364. //_render_batch(r_index);
  365. r_index++;
  366. if (r_index >= state.max_instances_per_batch - 1) {
  367. //r_index--;
  368. state.end_batch = true;
  369. _render_batch(r_index);
  370. }
  371. } break;
  372. case Item::Command::TYPE_NINEPATCH: {
  373. /*
  374. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  375. //bind pipeline
  376. {
  377. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  378. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  379. }
  380. //bind textures
  381. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, index, last_texture, texpixel_size);
  382. Rect2 src_rect;
  383. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  384. if (np->texture == RID()) {
  385. texpixel_size = Size2(1, 1);
  386. src_rect = Rect2(0, 0, 1, 1);
  387. } else {
  388. if (np->source != Rect2()) {
  389. src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
  390. state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  391. state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  392. } else {
  393. src_rect = Rect2(0, 0, 1, 1);
  394. }
  395. }
  396. state.instance_data_array[r_index].modulation[0] = np->color.r * base_color.r;
  397. state.instance_data_array[r_index].modulation[1] = np->color.g * base_color.g;
  398. state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
  399. state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
  400. state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
  401. state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
  402. state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
  403. state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
  404. state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
  405. state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
  406. state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
  407. state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
  408. state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  409. state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  410. if (np->draw_center) {
  411. state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
  412. }
  413. state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
  414. state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
  415. state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  416. state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  417. RD::get_singleton()->draw_list_set_state.instance_data_array[r_index](p_draw_list, &state.instance_data_array[r_index], sizeof(PushConstant));
  418. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  419. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  420. // Restore if overridden.
  421. state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
  422. state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
  423. */
  424. } break;
  425. case Item::Command::TYPE_POLYGON: {
  426. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  427. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  428. ERR_CONTINUE(!pb);
  429. if (polygon->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
  430. state.end_batch = true;
  431. _render_batch(r_index);
  432. state.current_primitive_points = 0;
  433. state.current_command = Item::Command::TYPE_POLYGON;
  434. }
  435. _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
  436. state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
  437. state.current_primitive = polygon->primitive;
  438. state.instance_data_array[r_index].modulation[0] = base_color.r;
  439. state.instance_data_array[r_index].modulation[1] = base_color.g;
  440. state.instance_data_array[r_index].modulation[2] = base_color.b;
  441. state.instance_data_array[r_index].modulation[3] = base_color.a;
  442. for (int j = 0; j < 4; j++) {
  443. state.instance_data_array[r_index].src_rect[j] = 0;
  444. state.instance_data_array[r_index].dst_rect[j] = 0;
  445. state.instance_data_array[r_index].ninepatch_margins[j] = 0;
  446. }
  447. // If the previous operation is not done yet, allocated a new buffer
  448. GLint syncStatus;
  449. glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
  450. if (syncStatus == GL_UNSIGNALED) {
  451. _allocate_instance_data_buffer();
  452. } else {
  453. glDeleteSync(state.fences[state.current_buffer]);
  454. }
  455. glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
  456. #ifdef JAVASCRIPT_ENABLED
  457. //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
  458. glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
  459. #else
  460. void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
  461. memcpy(ubo, &state.instance_data_array[0], sizeof(InstanceData));
  462. glUnmapBuffer(GL_UNIFORM_BUFFER);
  463. #endif
  464. glBindVertexArray(pb->vertex_array);
  465. static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
  466. if (pb->index_buffer != 0) {
  467. glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
  468. } else {
  469. glDrawArrays(prim[polygon->primitive], 0, pb->count);
  470. }
  471. glBindVertexArray(0);
  472. state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
  473. state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
  474. } break;
  475. case Item::Command::TYPE_PRIMITIVE: {
  476. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  477. if (last_texture != default_canvas_texture || state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
  478. state.end_batch = true;
  479. _render_batch(r_index);
  480. state.current_primitive_points = primitive->point_count;
  481. state.current_command = Item::Command::TYPE_PRIMITIVE;
  482. }
  483. _bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
  484. state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
  485. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  486. state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
  487. state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
  488. state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
  489. state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
  490. Color col = primitive->colors[j] * base_color;
  491. state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  492. state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  493. }
  494. r_index++;
  495. if (primitive->point_count == 4) {
  496. // Reset base data
  497. _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
  498. state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
  499. state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
  500. state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  501. for (uint32_t j = 0; j < 3; j++) {
  502. //second half of triangle
  503. state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
  504. state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
  505. state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  506. state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  507. Color col = primitive->colors[j + 1] * base_color;
  508. state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  509. state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  510. }
  511. r_index++;
  512. }
  513. if (r_index >= state.max_instances_per_batch - 1) {
  514. //r_index--;
  515. state.end_batch = true;
  516. _render_batch(r_index);
  517. }
  518. } break;
  519. case Item::Command::TYPE_MESH:
  520. case Item::Command::TYPE_MULTIMESH:
  521. case Item::Command::TYPE_PARTICLES: {
  522. /*
  523. RID mesh;
  524. RID mesh_instance;
  525. RID texture;
  526. Color modulate(1, 1, 1, 1);
  527. int instance_count = 1;
  528. if (c->type == Item::Command::TYPE_MESH) {
  529. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  530. mesh = m->mesh;
  531. mesh_instance = m->mesh_instance;
  532. texture = m->texture;
  533. modulate = m->modulate;
  534. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
  535. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  536. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  537. RID multimesh = mm->multimesh;
  538. mesh = storage->multimesh_get_mesh(multimesh);
  539. texture = mm->texture;
  540. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  541. break;
  542. }
  543. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  544. if (instance_count == 0) {
  545. break;
  546. }
  547. state.instance_data_array[r_index].flags |= 1; //multimesh, trails disabled
  548. if (storage->multimesh_uses_colors(multimesh)) {
  549. state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
  550. }
  551. if (storage->multimesh_uses_custom_data(multimesh)) {
  552. state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  553. }
  554. }
  555. // TODO: implement particles here
  556. if (mesh.is_null()) {
  557. break;
  558. }
  559. if (texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
  560. state.end_batch = true;
  561. _render_batch(r_index);
  562. state.current_primitive_points = 0;
  563. state.current_command = c->type;
  564. }
  565. _bind_canvas_texture(texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
  566. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  567. state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
  568. state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
  569. state.instance_data_array[r_index].modulation[2] = base_color.b * modulate.b;
  570. state.instance_data_array[r_index].modulation[3] = base_color.a * modulate.a;
  571. for (int j = 0; j < 4; j++) {
  572. state.instance_data_array[r_index].src_rect[j] = 0;
  573. state.instance_data_array[r_index].dst_rect[j] = 0;
  574. state.instance_data_array[r_index].ninepatch_margins[j] = 0;
  575. }
  576. for (uint32_t j = 0; j < surf_count; j++) {
  577. RS::SurfaceData *surface = storage->mesh_get_surface(mesh, j);
  578. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  579. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  580. glBindVertexArray(surface->vertex_array);
  581. static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
  582. // Draw directly, no need to batch
  583. }
  584. */
  585. } break;
  586. case Item::Command::TYPE_TRANSFORM: {
  587. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  588. draw_transform = transform->xform;
  589. } break;
  590. case Item::Command::TYPE_CLIP_IGNORE: {
  591. /*
  592. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  593. if (current_clip) {
  594. if (ci->ignore != reclip) {
  595. if (ci->ignore) {
  596. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  597. reclip = true;
  598. } else {
  599. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  600. reclip = false;
  601. }
  602. }
  603. }
  604. */
  605. } break;
  606. case Item::Command::TYPE_ANIMATION_SLICE: {
  607. /*
  608. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  609. double current_time = RendererCompositorRD::singleton->get_total_time();
  610. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  611. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  612. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  613. */
  614. } break;
  615. }
  616. c = c->next;
  617. }
  618. }
  619. void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
  620. if (state.end_batch && r_index > 0) {
  621. // If the previous operation is not done yet, allocate a new buffer
  622. GLint syncStatus;
  623. glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
  624. if (syncStatus == GL_UNSIGNALED) {
  625. _allocate_instance_data_buffer();
  626. } else {
  627. glDeleteSync(state.fences[state.current_buffer]);
  628. }
  629. glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
  630. #ifdef JAVASCRIPT_ENABLED
  631. //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
  632. glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);
  633. #else
  634. void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * r_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
  635. memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * r_index);
  636. glUnmapBuffer(GL_UNIFORM_BUFFER);
  637. #endif
  638. glBindVertexArray(data.canvas_quad_array);
  639. if (state.current_primitive_points == 0) {
  640. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
  641. } else {
  642. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
  643. glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
  644. }
  645. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  646. state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
  647. state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
  648. state.end_batch = false;
  649. //copy the new data into the base of the batch
  650. for (int i = 0; i < 4; i++) {
  651. state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
  652. state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
  653. state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
  654. state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
  655. state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
  656. }
  657. state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
  658. state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
  659. state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
  660. state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
  661. state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
  662. for (int i = 0; i < 6; i++) {
  663. state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
  664. }
  665. r_index = 0;
  666. }
  667. }
  668. // TODO maybe dont use
  669. void RasterizerCanvasGLES3::_end_batch(uint32_t &r_index) {
  670. for (int i = 0; i < 4; i++) {
  671. state.instance_data_array[r_index].modulation[i] = 0.0;
  672. state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
  673. state.instance_data_array[r_index].src_rect[i] = 0.0;
  674. state.instance_data_array[r_index].dst_rect[i] = 0.0;
  675. }
  676. state.instance_data_array[r_index].flags = uint32_t(0);
  677. state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
  678. state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
  679. state.instance_data_array[r_index].pad[0] = 0.0;
  680. state.instance_data_array[r_index].pad[1] = 0.0;
  681. state.instance_data_array[r_index].lights[0] = uint32_t(0);
  682. state.instance_data_array[r_index].lights[1] = uint32_t(0);
  683. state.instance_data_array[r_index].lights[2] = uint32_t(0);
  684. state.instance_data_array[r_index].lights[3] = uint32_t(0);
  685. }
  686. RID RasterizerCanvasGLES3::light_create() {
  687. return RID();
  688. }
  689. void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
  690. }
  691. void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
  692. }
  693. void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
  694. }
  695. void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
  696. }
  697. void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  698. }
  699. RID RasterizerCanvasGLES3::occluder_polygon_create() {
  700. return RID();
  701. }
  702. void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  703. }
  704. void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  705. }
  706. void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
  707. }
  708. bool RasterizerCanvasGLES3::free(RID p_rid) {
  709. return true;
  710. }
  711. void RasterizerCanvasGLES3::update() {
  712. }
  713. void RasterizerCanvasGLES3::canvas_begin() {
  714. state.using_transparent_rt = false;
  715. if (storage->frame.current_rt) {
  716. storage->bind_framebuffer(storage->frame.current_rt->fbo);
  717. state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
  718. }
  719. if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
  720. const Color &col = storage->frame.current_rt->clear_color;
  721. glClearColor(col.r, col.g, col.b, col.a);
  722. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  723. storage->frame.current_rt->clear_requested = false;
  724. }
  725. reset_canvas();
  726. glActiveTexture(GL_TEXTURE0);
  727. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  728. }
  729. void RasterizerCanvasGLES3::canvas_end() {
  730. glBindBuffer(GL_ARRAY_BUFFER, 0);
  731. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  732. }
  733. void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) {
  734. if (p_texture == RID()) {
  735. p_texture = default_canvas_texture;
  736. }
  737. if (r_last_texture == p_texture) {
  738. return; //nothing to do, its the same
  739. }
  740. state.end_batch = true;
  741. _render_batch(r_index);
  742. RasterizerStorageGLES3::CanvasTexture *ct = nullptr;
  743. RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture);
  744. if (t) {
  745. //regular texture
  746. if (!t->canvas_texture) {
  747. t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture);
  748. t->canvas_texture->diffuse = p_texture;
  749. }
  750. ct = t->canvas_texture;
  751. } else {
  752. ct = storage->canvas_texture_owner.get_or_null(p_texture);
  753. }
  754. if (!ct) {
  755. // Invalid Texture RID.
  756. _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_last_texture, r_texpixel_size);
  757. return;
  758. }
  759. RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
  760. ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
  761. RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
  762. ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
  763. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse);
  764. if (!texture) {
  765. state.current_tex = RID();
  766. state.current_tex_ptr = nullptr;
  767. ct->size_cache = Size2i(1, 1);
  768. glActiveTexture(GL_TEXTURE0);
  769. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  770. } else {
  771. texture = texture->get_ptr();
  772. glActiveTexture(GL_TEXTURE0);
  773. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  774. state.current_tex = ct->diffuse;
  775. state.current_tex_ptr = texture;
  776. ct->size_cache = Size2i(texture->width, texture->height);
  777. texture->GLSetFilter(GL_TEXTURE_2D, filter);
  778. texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
  779. }
  780. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map);
  781. if (!normal_map) {
  782. state.current_normal = RID();
  783. ct->use_normal_cache = false;
  784. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
  785. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  786. } else {
  787. normal_map = normal_map->get_ptr();
  788. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
  789. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  790. state.current_normal = ct->normal_map;
  791. ct->use_normal_cache = true;
  792. texture->GLSetFilter(GL_TEXTURE_2D, filter);
  793. texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
  794. }
  795. RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular);
  796. if (!specular_map) {
  797. state.current_specular = RID();
  798. ct->use_specular_cache = false;
  799. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
  800. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  801. } else {
  802. specular_map = specular_map->get_ptr();
  803. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
  804. glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
  805. state.current_specular = ct->specular;
  806. ct->use_specular_cache = true;
  807. texture->GLSetFilter(GL_TEXTURE_2D, filter);
  808. texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
  809. }
  810. if (ct->use_specular_cache) {
  811. state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  812. } else {
  813. state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  814. }
  815. if (ct->use_normal_cache) {
  816. state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  817. } else {
  818. state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  819. }
  820. state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
  821. state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
  822. state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
  823. state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
  824. r_texpixel_size.x = 1.0 / float(ct->size_cache.x);
  825. r_texpixel_size.y = 1.0 / float(ct->size_cache.y);
  826. state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
  827. state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
  828. r_last_texture = p_texture;
  829. }
  830. void RasterizerCanvasGLES3::_set_uniforms() {
  831. }
  832. void RasterizerCanvasGLES3::reset_canvas() {
  833. glDisable(GL_CULL_FACE);
  834. glDisable(GL_DEPTH_TEST);
  835. glDisable(GL_SCISSOR_TEST);
  836. glDisable(GL_DITHER);
  837. glEnable(GL_BLEND);
  838. // Default to Mix.
  839. glBlendEquation(GL_FUNC_ADD);
  840. if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
  841. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  842. } else {
  843. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  844. }
  845. glBindBuffer(GL_ARRAY_BUFFER, 0);
  846. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  847. }
  848. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  849. }
  850. void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  851. }
  852. void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  853. }
  854. RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
  855. // We interleave the vertex data into one big VBO to improve cache coherence
  856. uint32_t vertex_count = p_points.size();
  857. uint32_t stride = 2;
  858. if ((uint32_t)p_colors.size() == vertex_count) {
  859. stride += 4;
  860. }
  861. if ((uint32_t)p_uvs.size() == vertex_count) {
  862. stride += 2;
  863. }
  864. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  865. stride += 4;
  866. }
  867. PolygonBuffers pb;
  868. glGenBuffers(1, &pb.vertex_buffer);
  869. glGenVertexArrays(1, &pb.vertex_array);
  870. glBindVertexArray(pb.vertex_array);
  871. pb.count = vertex_count;
  872. pb.index_buffer = 0;
  873. uint32_t buffer_size = stride * p_points.size();
  874. Vector<uint8_t> polygon_buffer;
  875. polygon_buffer.resize(buffer_size * sizeof(float));
  876. {
  877. glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
  878. glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
  879. const uint8_t *r = polygon_buffer.ptr();
  880. float *fptr = (float *)r;
  881. uint32_t *uptr = (uint32_t *)r;
  882. uint32_t base_offset = 0;
  883. {
  884. // Always uses vertex positions
  885. glEnableVertexAttribArray(RS::ARRAY_VERTEX);
  886. glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), nullptr);
  887. const Vector2 *points_ptr = p_points.ptr();
  888. for (uint32_t i = 0; i < vertex_count; i++) {
  889. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  890. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  891. }
  892. base_offset += 2;
  893. }
  894. // Next add colors
  895. if (p_colors.size() == 1) {
  896. glDisableVertexAttribArray(RS::ARRAY_COLOR);
  897. Color m = p_colors[0];
  898. glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  899. } else if ((uint32_t)p_colors.size() == vertex_count) {
  900. glEnableVertexAttribArray(RS::ARRAY_COLOR);
  901. glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
  902. const Color *color_ptr = p_colors.ptr();
  903. for (uint32_t i = 0; i < vertex_count; i++) {
  904. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  905. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  906. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  907. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  908. }
  909. base_offset += 4;
  910. } else {
  911. glDisableVertexAttribArray(RS::ARRAY_COLOR);
  912. glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
  913. }
  914. if ((uint32_t)p_uvs.size() == vertex_count) {
  915. glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
  916. glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
  917. const Vector2 *uv_ptr = p_uvs.ptr();
  918. for (uint32_t i = 0; i < vertex_count; i++) {
  919. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  920. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  921. }
  922. base_offset += 2;
  923. } else {
  924. glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
  925. }
  926. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  927. glEnableVertexAttribArray(RS::ARRAY_BONES);
  928. glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
  929. const int *bone_ptr = p_bones.ptr();
  930. for (uint32_t i = 0; i < vertex_count; i++) {
  931. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  932. bone16w[0] = bone_ptr[i * 4 + 0];
  933. bone16w[1] = bone_ptr[i * 4 + 1];
  934. bone16w[2] = bone_ptr[i * 4 + 2];
  935. bone16w[3] = bone_ptr[i * 4 + 3];
  936. }
  937. base_offset += 2;
  938. } else {
  939. glDisableVertexAttribArray(RS::ARRAY_BONES);
  940. }
  941. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  942. glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
  943. glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
  944. const float *weight_ptr = p_weights.ptr();
  945. for (uint32_t i = 0; i < vertex_count; i++) {
  946. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  947. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  948. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  949. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  950. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  951. }
  952. base_offset += 2;
  953. } else {
  954. glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
  955. }
  956. ERR_FAIL_COND_V(base_offset != stride, 0);
  957. glBufferData(GL_ARRAY_BUFFER, vertex_count * stride * sizeof(float), polygon_buffer.ptr(), GL_STATIC_DRAW);
  958. }
  959. if (p_indices.size()) {
  960. //create indices, as indices were requested
  961. Vector<uint8_t> index_buffer;
  962. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  963. {
  964. uint8_t *w = index_buffer.ptrw();
  965. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  966. }
  967. glGenBuffers(1, &pb.index_buffer);
  968. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
  969. glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
  970. glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
  971. pb.count = p_indices.size();
  972. }
  973. glBindVertexArray(0);
  974. glBindBuffer(GL_ARRAY_BUFFER, 0);
  975. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  976. PolygonID id = polygon_buffers.last_id++;
  977. polygon_buffers.polygons[id] = pb;
  978. return id;
  979. }
  980. void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
  981. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  982. ERR_FAIL_COND(!pb_ptr);
  983. PolygonBuffers &pb = *pb_ptr;
  984. if (pb.index_buffer != 0) {
  985. glDeleteBuffers(1, &pb.index_buffer);
  986. }
  987. glDeleteVertexArrays(1, &pb.vertex_array);
  988. glDeleteBuffers(1, &pb.vertex_buffer);
  989. polygon_buffers.polygons.erase(p_polygon);
  990. }
  991. // Creates a new uniform buffer and uses it right away
  992. // This expands the instance buffer continually
  993. // In theory allocations can reach as high as number_of_draw_calls * 3 frames
  994. // because OpenGL can start rendering subsequent frames before finishing the current one
  995. void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
  996. GLuint new_buffer;
  997. glGenBuffers(1, &new_buffer);
  998. glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
  999. glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
  1000. state.current_buffer = (state.current_buffer + 1);
  1001. state.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
  1002. state.fences.insert(state.current_buffer, GLsync());
  1003. state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
  1004. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1005. }
  1006. void RasterizerCanvasGLES3::initialize() {
  1007. // quad buffer
  1008. {
  1009. glGenBuffers(1, &data.canvas_quad_vertices);
  1010. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1011. const float qv[8] = {
  1012. 0, 0,
  1013. 0, 1,
  1014. 1, 1,
  1015. 1, 0
  1016. };
  1017. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1018. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1019. glGenVertexArrays(1, &data.canvas_quad_array);
  1020. glBindVertexArray(data.canvas_quad_array);
  1021. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1022. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
  1023. glEnableVertexAttribArray(0);
  1024. glBindVertexArray(0);
  1025. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1026. }
  1027. {
  1028. //particle quad buffers
  1029. glGenBuffers(1, &data.particle_quad_vertices);
  1030. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1031. {
  1032. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  1033. const float qv[16] = {
  1034. -0.5, -0.5,
  1035. 0.0, 0.0,
  1036. -0.5, 0.5,
  1037. 0.0, 1.0,
  1038. 0.5, 0.5,
  1039. 1.0, 1.0,
  1040. 0.5, -0.5,
  1041. 1.0, 0.0
  1042. };
  1043. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  1044. }
  1045. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1046. glGenVertexArrays(1, &data.particle_quad_array);
  1047. glBindVertexArray(data.particle_quad_array);
  1048. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1049. glEnableVertexAttribArray(RS::ARRAY_VERTEX);
  1050. glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
  1051. glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
  1052. glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  1053. glBindVertexArray(0);
  1054. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1055. }
  1056. // ninepatch buffers
  1057. {
  1058. // array buffer
  1059. glGenBuffers(1, &data.ninepatch_vertices);
  1060. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  1061. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, nullptr, GL_DYNAMIC_DRAW);
  1062. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1063. // element buffer
  1064. glGenBuffers(1, &data.ninepatch_elements);
  1065. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  1066. #define _EIDX(y, x) (y * 4 + x)
  1067. uint8_t elems[3 * 2 * 9] = {
  1068. // first row
  1069. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  1070. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  1071. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  1072. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  1073. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  1074. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  1075. // second row
  1076. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  1077. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  1078. // the center one would be here, but we'll put it at the end
  1079. // so it's easier to disable the center and be able to use
  1080. // one draw call for both
  1081. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  1082. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  1083. // third row
  1084. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  1085. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  1086. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  1087. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  1088. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  1089. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  1090. // center field
  1091. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  1092. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  1093. };
  1094. #undef _EIDX
  1095. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  1096. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1097. }
  1098. //state.canvas_shadow_shader.init();
  1099. int uniform_max_size;
  1100. glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size);
  1101. if (uniform_max_size < 65536) {
  1102. state.max_lights_per_render = 64;
  1103. state.max_instances_per_batch = 128;
  1104. } else {
  1105. state.max_lights_per_render = 256;
  1106. state.max_instances_per_batch = 512;
  1107. }
  1108. // Reserve 64 Uniform Buffers for instance data
  1109. state.canvas_instance_data_buffers.resize(64);
  1110. state.fences.resize(64);
  1111. glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
  1112. for (int i = 0; i < 64; i++) {
  1113. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
  1114. glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
  1115. }
  1116. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1117. state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
  1118. glGenBuffers(1, &state.canvas_state_buffer);
  1119. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
  1120. glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
  1121. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1122. String global_defines;
  1123. global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
  1124. global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
  1125. global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
  1126. state.canvas_shader.initialize(global_defines);
  1127. state.canvas_shader_default_version = state.canvas_shader.version_create();
  1128. state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
  1129. //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1130. //state.canvas_shader.bind();
  1131. //state.lens_shader.init();
  1132. //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1133. {
  1134. default_canvas_group_shader = storage->shader_allocate();
  1135. storage->shader_initialize(default_canvas_group_shader);
  1136. storage->shader_set_code(default_canvas_group_shader, R"(
  1137. // Default CanvasGroup shader.
  1138. shader_type canvas_item;
  1139. void fragment() {
  1140. vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
  1141. if (c.a > 0.0001) {
  1142. c.rgb /= c.a;
  1143. }
  1144. COLOR *= c;
  1145. }
  1146. )");
  1147. default_canvas_group_material = storage->material_allocate();
  1148. storage->material_initialize(default_canvas_group_material);
  1149. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  1150. }
  1151. default_canvas_texture = storage->canvas_texture_allocate();
  1152. storage->canvas_texture_initialize(default_canvas_texture);
  1153. state.using_light = nullptr;
  1154. state.using_transparent_rt = false;
  1155. state.using_skeleton = false;
  1156. state.current_shader_version = state.canvas_shader_default_version;
  1157. }
  1158. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1159. }
  1160. RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
  1161. state.canvas_shader.version_free(state.canvas_shader_default_version);
  1162. storage->free(default_canvas_group_material);
  1163. storage->free(default_canvas_group_shader);
  1164. storage->free(default_canvas_texture);
  1165. }
  1166. void RasterizerCanvasGLES3::finalize() {
  1167. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1168. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1169. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1170. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1171. }
  1172. #endif // GLES3_ENABLED