rasterizer_gles3.cpp 13 KB

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  1. /*************************************************************************/
  2. /* rasterizer_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_gles3.h"
  31. #ifdef GLES3_ENABLED
  32. #include "core/config/project_settings.h"
  33. #include "core/os/os.h"
  34. #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
  35. #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
  36. #define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
  37. #define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
  38. #define _EXT_DEBUG_SOURCE_API_ARB 0x8246
  39. #define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
  40. #define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
  41. #define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
  42. #define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
  43. #define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
  44. #define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
  45. #define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
  46. #define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
  47. #define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
  48. #define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
  49. #define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
  50. #define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
  51. #define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
  52. #define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
  53. #define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
  54. #define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
  55. #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
  56. #define _EXT_DEBUG_OUTPUT 0x92E0
  57. #ifndef GLAPIENTRY
  58. #if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
  59. #define GLAPIENTRY APIENTRY
  60. #else
  61. #define GLAPIENTRY
  62. #endif
  63. #endif
  64. #if !defined(IPHONE_ENABLED) && !defined(JAVASCRIPT_ENABLED)
  65. // We include EGL below to get debug callback on GLES2 platforms,
  66. // but EGL is not available on iOS.
  67. #define CAN_DEBUG
  68. #endif
  69. #if !defined(GLES_OVER_GL) && defined(CAN_DEBUG)
  70. #include <GLES3/gl3.h>
  71. #include <GLES3/gl3ext.h>
  72. #include <GLES3/gl3platform.h>
  73. #include <EGL/egl.h>
  74. #include <EGL/eglext.h>
  75. #endif
  76. #if defined(MINGW_ENABLED) || defined(_MSC_VER)
  77. #define strcpy strcpy_s
  78. #endif
  79. void RasterizerGLES3::begin_frame(double frame_step) {
  80. frame++;
  81. delta = frame_step;
  82. time_total += frame_step;
  83. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  84. time_total = Math::fmod(time_total, time_roll_over);
  85. storage.frame.time = time_total;
  86. storage.frame.count++;
  87. storage.frame.delta = frame_step;
  88. storage.update_dirty_resources();
  89. storage.info.render_final = storage.info.render;
  90. storage.info.render.reset();
  91. //scene->iteration();
  92. }
  93. void RasterizerGLES3::end_frame(bool p_swap_buffers) {
  94. // if (OS::get_singleton()->is_layered_allowed()) {
  95. // if (!OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
  96. //clear alpha
  97. // glColorMask(false, false, false, true);
  98. // glClearColor(0.5, 0, 0, 1);
  99. // glClear(GL_COLOR_BUFFER_BIT);
  100. // glColorMask(true, true, true, true);
  101. // }
  102. // }
  103. // glClearColor(1, 0, 0, 1);
  104. // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  105. if (p_swap_buffers) {
  106. DisplayServer::get_singleton()->swap_buffers();
  107. } else {
  108. glFinish();
  109. }
  110. }
  111. #ifdef CAN_DEBUG
  112. static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
  113. if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
  114. return;
  115. }
  116. if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  117. return; //these are ultimately annoying, so removing for now
  118. }
  119. char debSource[256], debType[256], debSev[256];
  120. if (source == _EXT_DEBUG_SOURCE_API_ARB) {
  121. strcpy(debSource, "OpenGL");
  122. } else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
  123. strcpy(debSource, "Windows");
  124. } else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
  125. strcpy(debSource, "Shader Compiler");
  126. } else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
  127. strcpy(debSource, "Third Party");
  128. } else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
  129. strcpy(debSource, "Application");
  130. } else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
  131. strcpy(debSource, "Other");
  132. }
  133. if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
  134. strcpy(debType, "Error");
  135. } else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
  136. strcpy(debType, "Deprecated behavior");
  137. } else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
  138. strcpy(debType, "Undefined behavior");
  139. } else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
  140. strcpy(debType, "Portability");
  141. } else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) {
  142. strcpy(debType, "Performance");
  143. } else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) {
  144. strcpy(debType, "Other");
  145. }
  146. if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
  147. strcpy(debSev, "High");
  148. } else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
  149. strcpy(debSev, "Medium");
  150. } else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
  151. strcpy(debSev, "Low");
  152. }
  153. String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
  154. ERR_PRINT(output);
  155. }
  156. #endif
  157. typedef void (*DEBUGPROCARB)(GLenum source,
  158. GLenum type,
  159. GLuint id,
  160. GLenum severity,
  161. GLsizei length,
  162. const char *message,
  163. const void *userParam);
  164. typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
  165. void RasterizerGLES3::initialize() {
  166. print_verbose("Using OpenGL video driver");
  167. storage._main_thread_id = Thread::get_caller_id();
  168. #ifdef GLAD_ENABLED
  169. if (!gladLoadGL()) {
  170. ERR_PRINT("Error initializing GLAD");
  171. return;
  172. }
  173. #endif
  174. #ifdef GLAD_ENABLED
  175. if (OS::get_singleton()->is_stdout_verbose()) {
  176. if (GLAD_GL_ARB_debug_output) {
  177. glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  178. glDebugMessageCallbackARB(_gl_debug_print, nullptr);
  179. glEnable(_EXT_DEBUG_OUTPUT);
  180. } else {
  181. print_line("OpenGL debugging not supported!");
  182. }
  183. }
  184. #endif // GLAD_ENABLED
  185. // For debugging
  186. #ifdef CAN_DEBUG
  187. #ifdef GLES_OVER_GL
  188. if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
  189. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  190. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  191. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  192. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  193. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  194. glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
  195. // glDebugMessageInsertARB(
  196. // GL_DEBUG_SOURCE_API_ARB,
  197. // GL_DEBUG_TYPE_OTHER_ARB, 1,
  198. // GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
  199. }
  200. #else
  201. if (OS::get_singleton()->is_stdout_verbose()) {
  202. DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
  203. if (!callback) {
  204. callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
  205. }
  206. if (callback) {
  207. print_line("godot: ENABLING GL DEBUG");
  208. glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  209. callback(_gl_debug_print, NULL);
  210. glEnable(_EXT_DEBUG_OUTPUT);
  211. }
  212. }
  213. #endif // GLES_OVER_GL
  214. #endif // CAN_DEBUG
  215. print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
  216. storage.initialize();
  217. canvas.initialize();
  218. // scene.initialize();
  219. // make sure the OS knows to only access the renderer from the main thread
  220. OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
  221. }
  222. RasterizerGLES3::RasterizerGLES3() {
  223. canvas.storage = &storage;
  224. canvas.scene_render = &scene;
  225. storage.canvas = &canvas;
  226. //scene.storage = &storage;
  227. storage.scene = &scene;
  228. }
  229. void RasterizerGLES3::prepare_for_blitting_render_targets() {
  230. }
  231. void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
  232. ERR_FAIL_COND(storage.frame.current_rt);
  233. RasterizerStorageGLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
  234. ERR_FAIL_COND(!rt);
  235. // TODO: do we need a keep 3d linear option?
  236. if (rt->external.fbo != 0) {
  237. glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
  238. } else {
  239. glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
  240. }
  241. glReadBuffer(GL_COLOR_ATTACHMENT0);
  242. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  243. glBlitFramebuffer(0, 0, rt->width, rt->height, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  244. }
  245. // is this p_screen useless in a multi window environment?
  246. void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  247. // do this once off for all blits
  248. storage.bind_framebuffer_system();
  249. storage.frame.current_rt = nullptr;
  250. for (int i = 0; i < p_amount; i++) {
  251. const BlitToScreen &blit = p_render_targets[i];
  252. RID rid_rt = blit.render_target;
  253. Rect2 dst_rect = blit.dst_rect;
  254. _blit_render_target_to_screen(rid_rt, p_screen, dst_rect);
  255. }
  256. }
  257. void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  258. if (p_image.is_null() || p_image->is_empty()) {
  259. return;
  260. }
  261. Size2i win_size = DisplayServer::get_singleton()->screen_get_size();
  262. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  263. glViewport(0, 0, win_size.width, win_size.height);
  264. glDisable(GL_BLEND);
  265. glDepthMask(GL_FALSE);
  266. if (false) {
  267. // if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
  268. glClearColor(0.0, 0.0, 0.0, 0.0);
  269. } else {
  270. glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
  271. }
  272. glClear(GL_COLOR_BUFFER_BIT);
  273. canvas.canvas_begin();
  274. RID texture = storage.texture_create();
  275. //storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
  276. storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
  277. storage.texture_set_data(texture, p_image);
  278. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  279. Rect2 screenrect;
  280. if (p_scale) {
  281. if (win_size.width > win_size.height) {
  282. //scale horizontally
  283. screenrect.size.y = win_size.height;
  284. screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;
  285. screenrect.position.x = (win_size.width - screenrect.size.x) / 2;
  286. } else {
  287. //scale vertically
  288. screenrect.size.x = win_size.width;
  289. screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;
  290. screenrect.position.y = (win_size.height - screenrect.size.y) / 2;
  291. }
  292. } else {
  293. screenrect = imgrect;
  294. screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
  295. }
  296. RasterizerStorageGLES3::Texture *t = storage.texture_owner.get_or_null(texture);
  297. glActiveTexture(GL_TEXTURE0 + storage.config.max_texture_image_units - 1);
  298. glBindTexture(GL_TEXTURE_2D, t->tex_id);
  299. glBindTexture(GL_TEXTURE_2D, 0);
  300. canvas.canvas_end();
  301. storage.free(texture);
  302. end_frame(true);
  303. }
  304. #endif // GLES3_ENABLED