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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/gles3/rasterizer_gles3.cpp
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/**************************************************************************/
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/* rasterizer_gles3.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "rasterizer_gles3.h"
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#include "storage/utilities.h"
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#ifdef GLES3_ENABLED
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/io/image.h"
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#include "core/os/os.h"
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#include "storage/texture_storage.h"
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#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
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#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
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#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
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#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
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#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
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#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
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#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
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#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
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#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
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#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
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#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
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#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
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#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
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#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
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#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
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#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
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#define _EXT_DEBUG_TYPE_MARKER_ARB 0x8268
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#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
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#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
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#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
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#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
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#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
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#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
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#define _EXT_DEBUG_OUTPUT 0x92E0
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#ifndef GL_FRAMEBUFFER_SRGB
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#define GL_FRAMEBUFFER_SRGB 0x8DB9
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#endif
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#ifndef GLAPIENTRY
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#if defined(WINDOWS_ENABLED)
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#define GLAPIENTRY APIENTRY
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#else
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#define GLAPIENTRY
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#endif
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#endif
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#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
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// We include EGL below to get debug callback on GLES2 platforms,
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// but EGL is not available on iOS or the web.
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#define CAN_DEBUG
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#endif
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#include "platform_gl.h"
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#if defined(MINGW_ENABLED) || defined(_MSC_VER)
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#define strcpy strcpy_s
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#endif
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#ifdef WINDOWS_ENABLED
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bool RasterizerGLES3::screen_flipped_y = false;
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#endif
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bool RasterizerGLES3::gles_over_gl = true;
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void RasterizerGLES3::begin_frame(double frame_step) {
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frame++;
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delta = frame_step;
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time_total += frame_step;
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double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");
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time_total = Math::fmod(time_total, time_roll_over);
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canvas->set_time(time_total);
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scene->set_time(time_total, frame_step);
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->_capture_timestamps_begin();
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//scene->iteration();
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}
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void RasterizerGLES3::end_frame(bool p_swap_buffers) {
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GLES3::Utilities *utils = GLES3::Utilities::get_singleton();
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utils->capture_timestamps_end();
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}
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void RasterizerGLES3::gl_end_frame(bool p_swap_buffers) {
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if (p_swap_buffers) {
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DisplayServer::get_singleton()->swap_buffers();
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} else {
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glFinish();
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}
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}
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void RasterizerGLES3::clear_depth(float p_depth) {
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#ifdef GL_API_ENABLED
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if (is_gles_over_gl()) {
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glClearDepth(p_depth);
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}
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#endif // GL_API_ENABLED
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#ifdef GLES_API_ENABLED
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if (!is_gles_over_gl()) {
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glClearDepthf(p_depth);
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}
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#endif // GLES_API_ENABLED
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}
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void RasterizerGLES3::clear_stencil(int32_t p_stencil) {
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glClearStencil(p_stencil);
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}
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#ifdef CAN_DEBUG
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static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
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// These are ultimately annoying, so removing for now.
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if (type == _EXT_DEBUG_TYPE_OTHER_ARB || type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB || type == _EXT_DEBUG_TYPE_MARKER_ARB) {
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return;
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}
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char debSource[256], debType[256], debSev[256];
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if (source == _EXT_DEBUG_SOURCE_API_ARB) {
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strcpy(debSource, "OpenGL");
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} else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) {
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strcpy(debSource, "Windows");
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} else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) {
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strcpy(debSource, "Shader Compiler");
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} else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) {
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strcpy(debSource, "Third Party");
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} else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) {
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strcpy(debSource, "Application");
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} else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) {
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strcpy(debSource, "Other");
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} else {
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ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled source '%d' in debug callback.", source));
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}
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if (type == _EXT_DEBUG_TYPE_ERROR_ARB) {
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strcpy(debType, "Error");
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} else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) {
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strcpy(debType, "Deprecated behavior");
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} else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) {
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strcpy(debType, "Undefined behavior");
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} else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) {
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strcpy(debType, "Portability");
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} else {
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ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled type '%d' in debug callback.", type));
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}
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if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) {
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strcpy(debSev, "High");
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} else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) {
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strcpy(debSev, "Medium");
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} else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) {
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strcpy(debSev, "Low");
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} else {
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ERR_FAIL_MSG(vformat("GL ERROR: Invalid or unhandled severity '%d' in debug callback.", severity));
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}
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String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
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ERR_PRINT(output);
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}
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#endif
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typedef void(GLAPIENTRY *DEBUGPROCARB)(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const char *message,
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const void *userParam);
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typedef void(GLAPIENTRY *DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
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void RasterizerGLES3::initialize() {
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Engine::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()));
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}
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void RasterizerGLES3::finalize() {
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// Has to be a separate call due to TextureStorage & MaterialStorage needing to interact for TexBlit Shaders
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texture_storage->_tex_blit_shader_free();
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memdelete(scene);
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memdelete(canvas);
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memdelete(gi);
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memdelete(fog);
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memdelete(post_effects);
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memdelete(glow);
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memdelete(cubemap_filter);
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memdelete(copy_effects);
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memdelete(feed_effects);
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memdelete(light_storage);
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memdelete(particles_storage);
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memdelete(mesh_storage);
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memdelete(material_storage);
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memdelete(texture_storage);
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memdelete(utilities);
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memdelete(config);
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}
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RasterizerGLES3 *RasterizerGLES3::singleton = nullptr;
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#ifdef EGL_ENABLED
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void *_egl_load_function_wrapper(const char *p_name) {
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return (void *)eglGetProcAddress(p_name);
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}
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#endif
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RasterizerGLES3::RasterizerGLES3() {
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singleton = this;
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#ifdef GLAD_ENABLED
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bool glad_loaded = false;
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#ifdef EGL_ENABLED
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// There should be a more flexible system for getting the GL pointer, as
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// different DisplayServers can have different ways. We can just use the GLAD
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// version global to see if it loaded for now though, otherwise we fall back to
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// the generic loader below.
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#if defined(EGL_STATIC)
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bool has_egl = true;
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#else
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bool has_egl = (eglGetProcAddress != nullptr);
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#endif
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if (gles_over_gl) {
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if (has_egl && !glad_loaded && gladLoadGL((GLADloadfunc)&_egl_load_function_wrapper)) {
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glad_loaded = true;
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}
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} else {
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if (has_egl && !glad_loaded && gladLoadGLES2((GLADloadfunc)&_egl_load_function_wrapper)) {
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glad_loaded = true;
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}
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}
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#endif // EGL_ENABLED
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if (gles_over_gl) {
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if (!glad_loaded && gladLoaderLoadGL()) {
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glad_loaded = true;
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}
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} else {
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if (!glad_loaded && gladLoaderLoadGLES2()) {
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glad_loaded = true;
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}
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}
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// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
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// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
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// or we need to actually test for this situation before constructing this.
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ERR_FAIL_COND_MSG(!glad_loaded, "Error initializing GLAD.");
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if (gles_over_gl) {
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if (OS::get_singleton()->is_stdout_verbose()) {
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if (GLAD_GL_ARB_debug_output) {
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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glDebugMessageCallbackARB((GLDEBUGPROCARB)_gl_debug_print, nullptr);
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glEnable(_EXT_DEBUG_OUTPUT);
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} else {
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print_line("OpenGL debugging not supported!");
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}
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}
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}
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#endif // GLAD_ENABLED
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// For debugging
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#ifdef CAN_DEBUG
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#ifdef GL_API_ENABLED
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if (gles_over_gl) {
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if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);
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}
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}
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#endif // GL_API_ENABLED
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#ifdef GLES_API_ENABLED
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if (!gles_over_gl) {
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if (OS::get_singleton()->is_stdout_verbose()) {
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DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
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if (!callback) {
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callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
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}
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if (callback) {
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print_line("godot: ENABLING GL DEBUG");
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glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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callback((DEBUGPROCARB)_gl_debug_print, nullptr);
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glEnable(_EXT_DEBUG_OUTPUT);
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}
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}
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}
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#endif // GLES_API_ENABLED
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#endif // CAN_DEBUG
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{
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String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
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if (shader_cache_dir.is_empty()) {
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shader_cache_dir = "user://";
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}
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Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
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if (da.is_null()) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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} else {
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Error err = da->change_dir("shader_cache");
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if (err != OK) {
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err = da->make_dir("shader_cache");
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}
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if (err != OK) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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} else {
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shader_cache_dir = shader_cache_dir.path_join("shader_cache");
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bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
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if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
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shader_cache_dir = String(); //disable only if not editor
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}
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if (!shader_cache_dir.is_empty()) {
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ShaderGLES3::set_shader_cache_dir(shader_cache_dir);
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}
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}
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}
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}
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// OpenGL needs to be initialized before initializing the Rasterizers
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config = memnew(GLES3::Config);
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utilities = memnew(GLES3::Utilities);
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texture_storage = memnew(GLES3::TextureStorage);
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material_storage = memnew(GLES3::MaterialStorage);
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mesh_storage = memnew(GLES3::MeshStorage);
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particles_storage = memnew(GLES3::ParticlesStorage);
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light_storage = memnew(GLES3::LightStorage);
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copy_effects = memnew(GLES3::CopyEffects);
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cubemap_filter = memnew(GLES3::CubemapFilter);
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glow = memnew(GLES3::Glow);
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post_effects = memnew(GLES3::PostEffects);
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feed_effects = memnew(GLES3::FeedEffects);
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gi = memnew(GLES3::GI);
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fog = memnew(GLES3::Fog);
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canvas = memnew(RasterizerCanvasGLES3());
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scene = memnew(RasterizerSceneGLES3());
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// Has to be a separate call due to TextureStorage & MaterialStorage needing to interact for TexBlit Shaders
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texture_storage->_tex_blit_shader_initialize();
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// Disable OpenGL linear to sRGB conversion, because Godot will always do this conversion itself.
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if (config->srgb_framebuffer_supported) {
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glDisable(GL_FRAMEBUFFER_SRGB);
383
}
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}
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RasterizerGLES3::~RasterizerGLES3() {
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}
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void RasterizerGLES3::_blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first) {
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GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_blit.render_target);
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ERR_FAIL_NULL(rt);
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// We normally render to the render target upside down, so flip Y when blitting to the screen.
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bool flip_y = true;
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bool linear_to_srgb = false;
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if (rt->overridden.color.is_valid()) {
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// If we've overridden the render target's color texture, that means we
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// didn't render upside down, so we don't need to flip it.
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// We're probably rendering directly to an XR device.
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flip_y = false;
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// It is 99% likely our texture uses the GL_SRGB8_ALPHA8 texture format in
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// which case we have a GPU sRGB to Linear conversion on texture read.
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// We need to counter this.
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// Unfortunately we do not have an API to check this as Godot does not
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// track this.
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linear_to_srgb = true;
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}
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#ifdef WINDOWS_ENABLED
412
if (screen_flipped_y) {
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flip_y = !flip_y;
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}
415
#endif
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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if (p_first) {
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if (p_blit.dst_rect.position != Vector2() || p_blit.dst_rect.size != rt->size) {
421
// Viewport doesn't cover entire window so clear window to black before blitting.
422
// Querying the actual window size from the DisplayServer would deadlock in separate render thread mode,
423
// so let's set the biggest viewport the implementation supports, to be sure the window is fully covered.
424
Size2i max_vp = GLES3::Utilities::get_singleton()->get_maximum_viewport_size();
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glViewport(0, 0, max_vp[0], max_vp[1]);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
428
}
429
}
430
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Vector2 screen_rect_end = p_blit.dst_rect.get_end();
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Vector2 p1 = Vector2(p_blit.dst_rect.position.x, flip_y ? screen_rect_end.y : p_blit.dst_rect.position.y);
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Vector2 p2 = Vector2(screen_rect_end.x, flip_y ? p_blit.dst_rect.position.y : screen_rect_end.y);
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Vector2 size = p2 - p1;
436
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Rect2 screenrect = Rect2(Vector2(0.0, flip_y ? 1.0 : 0.0), Vector2(1.0, flip_y ? -1.0 : 1.0));
438
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glViewport(int(MIN(p1.x, p2.x)), int(MIN(p1.y, p2.y)), Math::abs(size.x), Math::abs(size.y));
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glActiveTexture(GL_TEXTURE0);
442
GLenum target = rt->view_count > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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glBindTexture(target, rt->color);
444
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
445
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
446
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glDisable(GL_CULL_FACE);
448
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glEnable(GL_BLEND);
450
glBlendFunc(GL_ONE, GL_ZERO);
451
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if (p_blit.lens_distortion.apply && (p_blit.lens_distortion.k1 != 0.0 || p_blit.lens_distortion.k2)) {
453
copy_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);
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} else if (rt->view_count > 1) {
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copy_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);
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} else {
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copy_effects->copy_to_rect(screenrect, linear_to_srgb);
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}
459
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glBindTexture(GL_TEXTURE_2D, 0);
461
}
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// is this p_screen useless in a multi window environment?
464
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
465
for (int i = 0; i < p_amount; i++) {
466
_blit_render_target_to_screen(p_screen, p_render_targets[i], i == 0);
467
}
468
}
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void RasterizerGLES3::set_boot_image_with_stretch(const Ref<Image> &p_image, const Color &p_color, RenderingServer::SplashStretchMode p_stretch_mode, bool p_use_filter) {
471
if (p_image.is_null() || p_image->is_empty()) {
472
return;
473
}
474
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
478
glViewport(0, 0, win_size.width, win_size.height);
479
glEnable(GL_BLEND);
480
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
481
glDepthMask(GL_FALSE);
482
glClearColor(p_color.r, p_color.g, p_color.b, OS::get_singleton()->is_layered_allowed() ? p_color.a : 1.0);
483
glClear(GL_COLOR_BUFFER_BIT);
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RID texture = texture_storage->texture_allocate();
486
texture_storage->texture_2d_initialize(texture, p_image);
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Rect2 screenrect = RenderingServer::get_splash_stretched_screen_rect(p_image->get_size(), win_size, p_stretch_mode);
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#ifdef WINDOWS_ENABLED
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if (!screen_flipped_y)
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#endif
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{
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// Flip Y.
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screenrect.position.y = win_size.y - screenrect.position.y;
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screenrect.size.y = -screenrect.size.y;
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}
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// Normalize texture coordinates to window size.
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screenrect.position /= win_size;
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screenrect.size /= win_size;
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GLES3::Texture *t = texture_storage->get_texture(texture);
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t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t->tex_id);
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copy_effects->copy_to_rect(screenrect);
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glBindTexture(GL_TEXTURE_2D, 0);
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gl_end_frame(true);
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texture_storage->texture_free(texture);
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}
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#endif // GLES3_ENABLED
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