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() {212// Has to be a separate call due to TextureStorage & MaterialStorage needing to interact for TexBlit Shaders213texture_storage->_tex_blit_shader_free();214memdelete(scene);215memdelete(canvas);216memdelete(gi);217memdelete(fog);218memdelete(post_effects);219memdelete(glow);220memdelete(cubemap_filter);221memdelete(copy_effects);222memdelete(feed_effects);223memdelete(light_storage);224memdelete(particles_storage);225memdelete(mesh_storage);226memdelete(material_storage);227memdelete(texture_storage);228memdelete(utilities);229memdelete(config);230}231232RasterizerGLES3 *RasterizerGLES3::singleton = nullptr;233234#ifdef EGL_ENABLED235void *_egl_load_function_wrapper(const char *p_name) {236return (void *)eglGetProcAddress(p_name);237}238#endif239240RasterizerGLES3::RasterizerGLES3() {241singleton = this;242243#ifdef GLAD_ENABLED244bool glad_loaded = false;245246#ifdef EGL_ENABLED247// There should be a more flexible system for getting the GL pointer, as248// different DisplayServers can have different ways. We can just use the GLAD249// version global to see if it loaded for now though, otherwise we fall back to250// the generic loader below.251#if defined(EGL_STATIC)252bool has_egl = true;253#else254bool has_egl = (eglGetProcAddress != nullptr);255#endif256257if (gles_over_gl) {258if (has_egl && !glad_loaded && gladLoadGL((GLADloadfunc)&_egl_load_function_wrapper)) {259glad_loaded = true;260}261} else {262if (has_egl && !glad_loaded && gladLoadGLES2((GLADloadfunc)&_egl_load_function_wrapper)) {263glad_loaded = true;264}265}266#endif // EGL_ENABLED267268if (gles_over_gl) {269if (!glad_loaded && gladLoaderLoadGL()) {270glad_loaded = true;271}272} else {273if (!glad_loaded && gladLoaderLoadGLES2()) {274glad_loaded = true;275}276}277278// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of279// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,280// or we need to actually test for this situation before constructing this.281ERR_FAIL_COND_MSG(!glad_loaded, "Error initializing GLAD.");282283if (gles_over_gl) {284if (OS::get_singleton()->is_stdout_verbose()) {285if (GLAD_GL_ARB_debug_output) {286glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);287glDebugMessageCallbackARB((GLDEBUGPROCARB)_gl_debug_print, nullptr);288glEnable(_EXT_DEBUG_OUTPUT);289} else {290print_line("OpenGL debugging not supported!");291}292}293}294#endif // GLAD_ENABLED295296// For debugging297#ifdef CAN_DEBUG298#ifdef GL_API_ENABLED299if (gles_over_gl) {300if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {301glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);302glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);303glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);304glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);305glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);306glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, nullptr, GL_TRUE);307}308}309#endif // GL_API_ENABLED310#ifdef GLES_API_ENABLED311if (!gles_over_gl) {312if (OS::get_singleton()->is_stdout_verbose()) {313DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");314if (!callback) {315callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");316}317318if (callback) {319print_line("godot: ENABLING GL DEBUG");320glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);321callback((DEBUGPROCARB)_gl_debug_print, nullptr);322glEnable(_EXT_DEBUG_OUTPUT);323}324}325}326#endif // GLES_API_ENABLED327#endif // CAN_DEBUG328329{330String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();331if (shader_cache_dir.is_empty()) {332shader_cache_dir = "user://";333}334Ref<DirAccess> da = DirAccess::open(shader_cache_dir);335if (da.is_null()) {336ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);337} else {338Error err = da->change_dir("shader_cache");339if (err != OK) {340err = da->make_dir("shader_cache");341}342if (err != OK) {343ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);344} else {345shader_cache_dir = shader_cache_dir.path_join("shader_cache");346347bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");348if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {349shader_cache_dir = String(); //disable only if not editor350}351352if (!shader_cache_dir.is_empty()) {353ShaderGLES3::set_shader_cache_dir(shader_cache_dir);354}355}356}357}358359// OpenGL needs to be initialized before initializing the Rasterizers360config = memnew(GLES3::Config);361utilities = memnew(GLES3::Utilities);362texture_storage = memnew(GLES3::TextureStorage);363material_storage = memnew(GLES3::MaterialStorage);364mesh_storage = memnew(GLES3::MeshStorage);365particles_storage = memnew(GLES3::ParticlesStorage);366light_storage = memnew(GLES3::LightStorage);367copy_effects = memnew(GLES3::CopyEffects);368cubemap_filter = memnew(GLES3::CubemapFilter);369glow = memnew(GLES3::Glow);370post_effects = memnew(GLES3::PostEffects);371feed_effects = memnew(GLES3::FeedEffects);372gi = memnew(GLES3::GI);373fog = memnew(GLES3::Fog);374canvas = memnew(RasterizerCanvasGLES3());375scene = memnew(RasterizerSceneGLES3());376// Has to be a separate call due to TextureStorage & MaterialStorage needing to interact for TexBlit Shaders377texture_storage->_tex_blit_shader_initialize();378379// Disable OpenGL linear to sRGB conversion, because Godot will always do this conversion itself.380if (config->srgb_framebuffer_supported) {381glDisable(GL_FRAMEBUFFER_SRGB);382}383}384385RasterizerGLES3::~RasterizerGLES3() {386}387388void RasterizerGLES3::_blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first) {389GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_blit.render_target);390391ERR_FAIL_NULL(rt);392393// We normally render to the render target upside down, so flip Y when blitting to the screen.394bool flip_y = true;395bool linear_to_srgb = false;396if (rt->overridden.color.is_valid()) {397// If we've overridden the render target's color texture, that means we398// didn't render upside down, so we don't need to flip it.399// We're probably rendering directly to an XR device.400flip_y = false;401402// It is 99% likely our texture uses the GL_SRGB8_ALPHA8 texture format in403// which case we have a GPU sRGB to Linear conversion on texture read.404// We need to counter this.405// Unfortunately we do not have an API to check this as Godot does not406// track this.407linear_to_srgb = true;408}409410#ifdef WINDOWS_ENABLED411if (screen_flipped_y) {412flip_y = !flip_y;413}414#endif415416glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);417418if (p_first) {419if (p_blit.dst_rect.position != Vector2() || p_blit.dst_rect.size != rt->size) {420// Viewport doesn't cover entire window so clear window to black before blitting.421// Querying the actual window size from the DisplayServer would deadlock in separate render thread mode,422// so let's set the biggest viewport the implementation supports, to be sure the window is fully covered.423Size2i max_vp = GLES3::Utilities::get_singleton()->get_maximum_viewport_size();424glViewport(0, 0, max_vp[0], max_vp[1]);425glClearColor(0.0, 0.0, 0.0, 1.0);426glClear(GL_COLOR_BUFFER_BIT);427}428}429430Vector2 screen_rect_end = p_blit.dst_rect.get_end();431432Vector2 p1 = Vector2(p_blit.dst_rect.position.x, flip_y ? screen_rect_end.y : p_blit.dst_rect.position.y);433Vector2 p2 = Vector2(screen_rect_end.x, flip_y ? p_blit.dst_rect.position.y : screen_rect_end.y);434Vector2 size = p2 - p1;435436Rect2 screenrect = Rect2(Vector2(0.0, flip_y ? 1.0 : 0.0), Vector2(1.0, flip_y ? -1.0 : 1.0));437438glViewport(int(MIN(p1.x, p2.x)), int(MIN(p1.y, p2.y)), Math::abs(size.x), Math::abs(size.y));439440glActiveTexture(GL_TEXTURE0);441GLenum target = rt->view_count > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;442glBindTexture(target, rt->color);443glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);444glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);445446glDisable(GL_CULL_FACE);447448glEnable(GL_BLEND);449glBlendFunc(GL_ONE, GL_ZERO);450451if (p_blit.lens_distortion.apply && (p_blit.lens_distortion.k1 != 0.0 || p_blit.lens_distortion.k2)) {452copy_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);453} else if (rt->view_count > 1) {454copy_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);455} else {456copy_effects->copy_to_rect(screenrect, linear_to_srgb);457}458459glBindTexture(GL_TEXTURE_2D, 0);460}461462// is this p_screen useless in a multi window environment?463void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {464for (int i = 0; i < p_amount; i++) {465_blit_render_target_to_screen(p_screen, p_render_targets[i], i == 0);466}467}468469void RasterizerGLES3::set_boot_image_with_stretch(const Ref<Image> &p_image, const Color &p_color, RenderingServer::SplashStretchMode p_stretch_mode, bool p_use_filter) {470if (p_image.is_null() || p_image->is_empty()) {471return;472}473474Size2i win_size = DisplayServer::get_singleton()->window_get_size();475476glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);477glViewport(0, 0, win_size.width, win_size.height);478glEnable(GL_BLEND);479glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);480glDepthMask(GL_FALSE);481glClearColor(p_color.r, p_color.g, p_color.b, OS::get_singleton()->is_layered_allowed() ? p_color.a : 1.0);482glClear(GL_COLOR_BUFFER_BIT);483484RID texture = texture_storage->texture_allocate();485texture_storage->texture_2d_initialize(texture, p_image);486487Rect2 screenrect = RenderingServer::get_splash_stretched_screen_rect(p_image->get_size(), win_size, p_stretch_mode);488489#ifdef WINDOWS_ENABLED490if (!screen_flipped_y)491#endif492{493// Flip Y.494screenrect.position.y = win_size.y - screenrect.position.y;495screenrect.size.y = -screenrect.size.y;496}497498// Normalize texture coordinates to window size.499screenrect.position /= win_size;500screenrect.size /= win_size;501502GLES3::Texture *t = texture_storage->get_texture(texture);503t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);504glActiveTexture(GL_TEXTURE0);505glBindTexture(GL_TEXTURE_2D, t->tex_id);506copy_effects->copy_to_rect(screenrect);507glBindTexture(GL_TEXTURE_2D, 0);508509gl_end_frame(true);510511texture_storage->texture_free(texture);512}513514#endif // GLES3_ENABLED515516517