Path: blob/master/drivers/gles3/rasterizer_gles3.cpp
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/**************************************************************************/1/* rasterizer_gles3.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "rasterizer_gles3.h"31#include "storage/utilities.h"3233#ifdef GLES3_ENABLED3435#include "core/config/project_settings.h"36#include "core/io/dir_access.h"37#include "core/io/image.h"38#include "core/os/os.h"39#include "storage/texture_storage.h"4041#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x824242#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x824343#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x824444#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x824545#define _EXT_DEBUG_SOURCE_API_ARB 0x824646#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x824747#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x824848#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x824949#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A50#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B51#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C52#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D53#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E54#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F55#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x825056#define _EXT_DEBUG_TYPE_OTHER_ARB 0x825157#define _EXT_DEBUG_TYPE_MARKER_ARB 0x826858#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x914359#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x914460#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x914561#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x914662#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x914763#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x914864#define _EXT_DEBUG_OUTPUT 0x92E06566#ifndef GL_FRAMEBUFFER_SRGB67#define GL_FRAMEBUFFER_SRGB 0x8DB968#endif6970#ifndef GLAPIENTRY71#if defined(WINDOWS_ENABLED)72#define GLAPIENTRY APIENTRY73#else74#define GLAPIENTRY75#endif76#endif7778#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)79// We include EGL below to get debug callback on GLES2 platforms,80// but EGL is not available on iOS or the web.81#define CAN_DEBUG82#endif8384#include "platform_gl.h"8586#if defined(MINGW_ENABLED) || defined(_MSC_VER)87#define strcpy strcpy_s88#endif8990#ifdef WINDOWS_ENABLED91bool RasterizerGLES3::screen_flipped_y = false;92#endif9394bool RasterizerGLES3::gles_over_gl = true;9596void RasterizerGLES3::begin_frame(double frame_step) {97frame++;98delta = frame_step;99100time_total += frame_step;101102double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");103time_total = Math::fmod(time_total, time_roll_over);104105canvas->set_time(time_total);106scene->set_time(time_total, frame_step);107108GLES3::Utilities *utils = GLES3::Utilities::get_singleton();109utils->_capture_timestamps_begin();110111//scene->iteration();112}113114void RasterizerGLES3::end_frame(bool p_swap_buffers) {115GLES3::Utilities *utils = GLES3::Utilities::get_singleton();116utils->capture_timestamps_end();117}118119void RasterizerGLES3::gl_end_frame(bool p_swap_buffers) {120if (p_swap_buffers) {121DisplayServer::get_singleton()->swap_buffers();122} else {123glFinish();124}125}126127void RasterizerGLES3::clear_depth(float p_depth) {128#ifdef GL_API_ENABLED129if (is_gles_over_gl()) {130glClearDepth(p_depth);131}132#endif // GL_API_ENABLED133#ifdef GLES_API_ENABLED134if (!is_gles_over_gl()) {135glClearDepthf(p_depth);136}137#endif // GLES_API_ENABLED138}139140void RasterizerGLES3::clear_stencil(int32_t p_stencil) {141glClearStencil(p_stencil);142}143144#ifdef CAN_DEBUG145static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {146// These are ultimately annoying, so removing for now.147if (type == _EXT_DEBUG_TYPE_OTHER_ARB || type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB || type == _EXT_DEBUG_TYPE_MARKER_ARB) {148return;149}150151char debSource[256], debType[256], debSev[256];152153if (source == _EXT_DEBUG_SOURCE_API_ARB) {154strcpy(debSource, "OpenGL");155} else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {156strcpy(debSource, "Windows");157} else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {158strcpy(debSource, "Shader Compiler");159} else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {160strcpy(debSource, "Third Party");161} else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {162strcpy(debSource, "Application");163} else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {164strcpy(debSource, "Other");165} else {166ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled source '%d' in debug callback.", source));167}168169if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {170strcpy(debType, "Error");171} else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {172strcpy(debType, "Deprecated behavior");173} else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {174strcpy(debType, "Undefined behavior");175} else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {176strcpy(debType, "Portability");177} else {178ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled type '%d' in debug callback.", type));179}180181if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {182strcpy(debSev, "High");183} else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {184strcpy(debSev, "Medium");185} else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {186strcpy(debSev, "Low");187} else {188ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled severity '%d' in debug callback.", severity));189}190191String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;192193ERR_PRINT(output);194}195#endif196197typedef void(GLAPIENTRY *DEBUGPROCARB)(GLenum source,198GLenum type,199GLuint id,200GLenum severity,201GLsizei length,202const char *message,203const void *userParam);204205typedef void(GLAPIENTRY *DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);206207void RasterizerGLES3::initialize() {208Engine::get_singleton()->print_header(vformat("OpenGL API %s - Compatibility - Using Device: %s - %s", RS::get_singleton()->get_video_adapter_api_version(), RS::get_singleton()->get_video_adapter_vendor(), RS::get_singleton()->get_video_adapter_name()));209}210211void RasterizerGLES3::finalize() {212memdelete(scene);213memdelete(canvas);214memdelete(gi);215memdelete(fog);216memdelete(post_effects);217memdelete(glow);218memdelete(cubemap_filter);219memdelete(copy_effects);220memdelete(feed_effects);221memdelete(light_storage);222memdelete(particles_storage);223memdelete(mesh_storage);224memdelete(material_storage);225memdelete(texture_storage);226memdelete(utilities);227memdelete(config);228}229230RasterizerGLES3 *RasterizerGLES3::singleton = nullptr;231232#ifdef EGL_ENABLED233void *_egl_load_function_wrapper(const char *p_name) {234return (void *)eglGetProcAddress(p_name);235}236#endif237238RasterizerGLES3::RasterizerGLES3() {239singleton = this;240241#ifdef GLAD_ENABLED242bool glad_loaded = false;243244#ifdef EGL_ENABLED245// There should be a more flexible system for getting the GL pointer, as246// different DisplayServers can have different ways. We can just use the GLAD247// version global to see if it loaded for now though, otherwise we fall back to248// the generic loader below.249#if defined(EGL_STATIC)250bool has_egl = true;251#else252bool has_egl = (eglGetProcAddress != nullptr);253#endif254255if (gles_over_gl) {256if (has_egl && !glad_loaded && gladLoadGL((GLADloadfunc)&_egl_load_function_wrapper)) {257glad_loaded = true;258}259} else {260if (has_egl && !glad_loaded && gladLoadGLES2((GLADloadfunc)&_egl_load_function_wrapper)) {261glad_loaded = true;262}263}264#endif // EGL_ENABLED265266if (gles_over_gl) {267if (!glad_loaded && gladLoaderLoadGL()) {268glad_loaded = true;269}270} else {271if (!glad_loaded && gladLoaderLoadGLES2()) {272glad_loaded = true;273}274}275276// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of277// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,278// or we need to actually test for this situation before constructing this.279ERR_FAIL_COND_MSG(!glad_loaded, "Error initializing GLAD.");280281if (gles_over_gl) {282if (OS::get_singleton()->is_stdout_verbose()) {283if (GLAD_GL_ARB_debug_output) {284glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);285glDebugMessageCallbackARB((GLDEBUGPROCARB)_gl_debug_print, nullptr);286glEnable(_EXT_DEBUG_OUTPUT);287} else {288print_line("OpenGL debugging not supported!");289}290}291}292#endif // GLAD_ENABLED293294// For debugging295#ifdef CAN_DEBUG296#ifdef GL_API_ENABLED297if (gles_over_gl) {298if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {299glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);300glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);301glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);302glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);303glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);304glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);305}306}307#endif // GL_API_ENABLED308#ifdef GLES_API_ENABLED309if (!gles_over_gl) {310if (OS::get_singleton()->is_stdout_verbose()) {311DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");312if (!callback) {313callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");314}315316if (callback) {317print_line("godot: ENABLING GL DEBUG");318glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);319callback((DEBUGPROCARB)_gl_debug_print, nullptr);320glEnable(_EXT_DEBUG_OUTPUT);321}322}323}324#endif // GLES_API_ENABLED325#endif // CAN_DEBUG326327{328String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();329if (shader_cache_dir.is_empty()) {330shader_cache_dir = "user://";331}332Ref<DirAccess> da = DirAccess::open(shader_cache_dir);333if (da.is_null()) {334ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);335} else {336Error err = da->change_dir("shader_cache");337if (err != OK) {338err = da->make_dir("shader_cache");339}340if (err != OK) {341ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);342} else {343shader_cache_dir = shader_cache_dir.path_join("shader_cache");344345bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");346if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {347shader_cache_dir = String(); //disable only if not editor348}349350if (!shader_cache_dir.is_empty()) {351ShaderGLES3::set_shader_cache_dir(shader_cache_dir);352}353}354}355}356357// OpenGL needs to be initialized before initializing the Rasterizers358config = memnew(GLES3::Config);359utilities = memnew(GLES3::Utilities);360texture_storage = memnew(GLES3::TextureStorage);361material_storage = memnew(GLES3::MaterialStorage);362mesh_storage = memnew(GLES3::MeshStorage);363particles_storage = memnew(GLES3::ParticlesStorage);364light_storage = memnew(GLES3::LightStorage);365copy_effects = memnew(GLES3::CopyEffects);366cubemap_filter = memnew(GLES3::CubemapFilter);367glow = memnew(GLES3::Glow);368post_effects = memnew(GLES3::PostEffects);369feed_effects = memnew(GLES3::FeedEffects);370gi = memnew(GLES3::GI);371fog = memnew(GLES3::Fog);372canvas = memnew(RasterizerCanvasGLES3());373scene = memnew(RasterizerSceneGLES3());374375// Disable OpenGL linear to sRGB conversion, because Godot will always do this conversion itself.376if (config->srgb_framebuffer_supported) {377glDisable(GL_FRAMEBUFFER_SRGB);378}379}380381RasterizerGLES3::~RasterizerGLES3() {382}383384void RasterizerGLES3::_blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first) {385GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_blit.render_target);386387ERR_FAIL_NULL(rt);388389// We normally render to the render target upside down, so flip Y when blitting to the screen.390bool flip_y = true;391bool linear_to_srgb = false;392if (rt->overridden.color.is_valid()) {393// If we've overridden the render target's color texture, that means we394// didn't render upside down, so we don't need to flip it.395// We're probably rendering directly to an XR device.396flip_y = false;397398// It is 99% likely our texture uses the GL_SRGB8_ALPHA8 texture format in399// which case we have a GPU sRGB to Linear conversion on texture read.400// We need to counter this.401// Unfortunately we do not have an API to check this as Godot does not402// track this.403linear_to_srgb = true;404}405406#ifdef WINDOWS_ENABLED407if (screen_flipped_y) {408flip_y = !flip_y;409}410#endif411412glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);413414if (p_first) {415if (p_blit.dst_rect.position != Vector2() || p_blit.dst_rect.size != rt->size) {416// Viewport doesn't cover entire window so clear window to black before blitting.417// Querying the actual window size from the DisplayServer would deadlock in separate render thread mode,418// so let's set the biggest viewport the implementation supports, to be sure the window is fully covered.419Size2i max_vp = GLES3::Utilities::get_singleton()->get_maximum_viewport_size();420glViewport(0, 0, max_vp[0], max_vp[1]);421glClearColor(0.0, 0.0, 0.0, 1.0);422glClear(GL_COLOR_BUFFER_BIT);423}424}425426Vector2 screen_rect_end = p_blit.dst_rect.get_end();427428Vector2 p1 = Vector2(p_blit.dst_rect.position.x, flip_y ? screen_rect_end.y : p_blit.dst_rect.position.y);429Vector2 p2 = Vector2(screen_rect_end.x, flip_y ? p_blit.dst_rect.position.y : screen_rect_end.y);430Vector2 size = p2 - p1;431432Rect2 screenrect = Rect2(Vector2(0.0, flip_y ? 1.0 : 0.0), Vector2(1.0, flip_y ? -1.0 : 1.0));433434glViewport(int(MIN(p1.x, p2.x)), int(MIN(p1.y, p2.y)), Math::abs(size.x), Math::abs(size.y));435436glActiveTexture(GL_TEXTURE0);437GLenum target = rt->view_count > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;438glBindTexture(target, rt->color);439glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);440glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);441442glDisable(GL_CULL_FACE);443444glEnable(GL_BLEND);445glBlendFunc(GL_ONE, GL_ZERO);446447if (p_blit.lens_distortion.apply && (p_blit.lens_distortion.k1 != 0.0 || p_blit.lens_distortion.k2)) {448copy_effects->copy_with_lens_distortion(screenrect, p_blit.multi_view.use_layer ? p_blit.multi_view.layer : 0, p_blit.lens_distortion.eye_center, p_blit.lens_distortion.k1, p_blit.lens_distortion.k2, p_blit.lens_distortion.upscale, p_blit.lens_distortion.aspect_ratio, linear_to_srgb);449} else if (rt->view_count > 1) {450copy_effects->copy_to_rect_3d(screenrect, p_blit.multi_view.use_layer ? p_blit.multi_view.layer : 0, GLES3::Texture::TYPE_LAYERED, 0.0, linear_to_srgb);451} else {452copy_effects->copy_to_rect(screenrect, linear_to_srgb);453}454455glBindTexture(GL_TEXTURE_2D, 0);456}457458// is this p_screen useless in a multi window environment?459void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {460for (int i = 0; i < p_amount; i++) {461_blit_render_target_to_screen(p_screen, p_render_targets[i], i == 0);462}463}464465void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {466if (p_image.is_null() || p_image->is_empty()) {467return;468}469470Size2i win_size = DisplayServer::get_singleton()->window_get_size();471472glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);473glViewport(0, 0, win_size.width, win_size.height);474glEnable(GL_BLEND);475glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);476glDepthMask(GL_FALSE);477glClearColor(p_color.r, p_color.g, p_color.b, OS::get_singleton()->is_layered_allowed() ? p_color.a : 1.0);478glClear(GL_COLOR_BUFFER_BIT);479480RID texture = texture_storage->texture_allocate();481texture_storage->texture_2d_initialize(texture, p_image);482483Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());484Rect2 screenrect;485if (p_scale) {486if (win_size.width > win_size.height) {487//scale horizontally488screenrect.size.y = win_size.height;489screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;490screenrect.position.x = (win_size.width - screenrect.size.x) / 2;491492} else {493//scale vertically494screenrect.size.x = win_size.width;495screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;496screenrect.position.y = (win_size.height - screenrect.size.y) / 2;497}498} else {499screenrect = imgrect;500screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();501}502503#ifdef WINDOWS_ENABLED504if (!screen_flipped_y)505#endif506{507// Flip Y.508screenrect.position.y = win_size.y - screenrect.position.y;509screenrect.size.y = -screenrect.size.y;510}511512// Normalize texture coordinates to window size.513screenrect.position /= win_size;514screenrect.size /= win_size;515516GLES3::Texture *t = texture_storage->get_texture(texture);517t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);518glActiveTexture(GL_TEXTURE0);519glBindTexture(GL_TEXTURE_2D, t->tex_id);520copy_effects->copy_to_rect(screenrect);521glBindTexture(GL_TEXTURE_2D, 0);522523gl_end_frame(true);524525texture_storage->texture_free(texture);526}527528#endif // GLES3_ENABLED529530531