Split dummy renderer classes into separate files

Split canvas_texture_storage and texture_storage from render_storage class
This commit is contained in:
Bastiaan Olij 2022-03-12 22:19:59 +11:00
parent cfd21adf64
commit 57e5a33623
55 changed files with 5272 additions and 4169 deletions

View file

@ -5,3 +5,4 @@ Import("env")
env.add_source_files(env.drivers_sources, "*.cpp")
SConscript("shaders/SCsub")
SConscript("storage/SCsub")

View file

@ -38,6 +38,8 @@
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
@ -260,7 +262,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
for (int ti = 0; ti < tc; i++) {
glActiveTexture(GL_TEXTURE0 + ti);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second);
GLES3::Texture *t = texture_storage->get_texture(textures[ti].second);
if (!t) {
switch (texture_uniforms[i].hint) {
@ -915,20 +917,20 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.end_batch = true;
_render_batch(r_index);
RasterizerStorageGLES3::CanvasTexture *ct = nullptr;
GLES3::CanvasTexture *ct = nullptr;
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture);
GLES3::Texture *t = texture_storage->get_texture(p_texture);
if (t) {
//regular texture
if (!t->canvas_texture) {
t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture);
t->canvas_texture = memnew(GLES3::CanvasTexture);
t->canvas_texture->diffuse = p_texture;
}
ct = t->canvas_texture;
} else {
ct = storage->canvas_texture_owner.get_or_null(p_texture);
ct = GLES3::CanvasTextureStorage::get_singleton()->get_canvas_texture(p_texture);
}
if (!ct) {
@ -943,7 +945,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse);
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
if (!texture) {
state.current_tex = RID();
@ -967,18 +969,18 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map);
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (!normal_map) {
state.current_normal = RID();
ct->use_normal_cache = false;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} else {
normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = ct->normal_map;
ct->use_normal_cache = true;
@ -986,18 +988,18 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular);
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
if (!specular_map) {
state.current_specular = RID();
ct->use_specular_cache = false;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
specular_map = specular_map->get_ptr();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
state.current_specular = ct->specular;
ct->use_specular_cache = true;
@ -1249,6 +1251,10 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
}
void RasterizerCanvasGLES3::initialize() {
// !BAS! shouldn't we be obtaining storage here as well?
canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
texture_storage = GLES3::TextureStorage::get_singleton();
// quad buffer
{
glGenBuffers(1, &data.canvas_quad_vertices);
@ -1408,7 +1414,7 @@ void RasterizerCanvasGLES3::initialize() {
state.canvas_shader_default_version = state.canvas_shader.version_create();
state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows);
//state.canvas_shader.bind();
@ -1441,8 +1447,8 @@ void fragment() {
storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
default_canvas_texture = storage->canvas_texture_allocate();
storage->canvas_texture_initialize(default_canvas_texture);
default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
state.using_light = nullptr;
state.using_transparent_rt = false;
@ -1456,7 +1462,7 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
state.canvas_shader.version_free(state.canvas_shader_default_version);
storage->free(default_canvas_group_material);
storage->free(default_canvas_group_shader);
storage->free(default_canvas_texture);
canvas_texture_storage->canvas_texture_free(default_canvas_texture);
}
void RasterizerCanvasGLES3::finalize() {

View file

@ -37,6 +37,8 @@
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/canvas_texture_storage.h"
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
@ -184,7 +186,7 @@ public:
RID current_tex = RID();
RID current_normal = RID();
RID current_specular = RID();
RasterizerStorageGLES3::Texture *current_tex_ptr;
GLES3::Texture *current_tex_ptr;
RID current_shader_version = RID();
RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
uint32_t current_primitive_points = 0;
@ -217,6 +219,8 @@ public:
RasterizerSceneGLES3 *scene_render;
GLES3::CanvasTextureStorage *canvas_texture_storage;
GLES3::TextureStorage *texture_storage;
RasterizerStorageGLES3 *storage;
void _set_uniforms();

View file

@ -195,7 +195,7 @@ typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userP
void RasterizerGLES3::initialize() {
print_verbose("Using OpenGL video driver");
storage._main_thread_id = Thread::get_caller_id();
texture_storage.set_main_thread_id(Thread::get_caller_id());
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
@ -271,7 +271,7 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() {
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
ERR_FAIL_COND(storage.frame.current_rt);
RasterizerStorageGLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
GLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
// TODO: do we need a keep 3d linear option?
@ -324,10 +324,10 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
canvas.canvas_begin();
RID texture = storage.texture_create();
//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);
storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
storage.texture_set_data(texture, p_image);
RID texture = texture_storage.texture_create();
//texture_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);
texture_storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
texture_storage.texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
@ -349,13 +349,13 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
RasterizerStorageGLES3::Texture *t = storage.texture_owner.get_or_null(texture);
glActiveTexture(GL_TEXTURE0 + storage.config.max_texture_image_units - 1);
GLES3::Texture *t = texture_storage.get_texture(texture);
glActiveTexture(GL_TEXTURE0 + config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
glBindTexture(GL_TEXTURE_2D, 0);
canvas.canvas_end();
storage.free(texture);
texture_storage.texture_free(texture);
end_frame(true);
}

View file

@ -37,6 +37,10 @@
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#include "storage/render_target_storage.h"
#include "storage/texture_storage.h"
class RasterizerGLES3 : public RendererCompositor {
private:
@ -46,6 +50,9 @@ private:
double time_total = 0.0;
protected:
GLES3::Config config;
GLES3::CanvasTextureStorage canvas_texture_storage;
GLES3::TextureStorage texture_storage;
RasterizerStorageGLES3 storage;
RasterizerCanvasGLES3 canvas;
RasterizerSceneGLES3 scene;
@ -53,6 +60,8 @@ protected:
void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect);
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() { return &canvas_texture_storage; }
RendererTextureStorage *get_texture_storage() { return &texture_storage; }
RendererStorage *get_storage() { return &storage; }
RendererCanvasRender *get_canvas() { return &canvas; }
RendererSceneRender *get_scene() { return &scene; }

File diff suppressed because it is too large Load diff

View file

@ -40,6 +40,10 @@
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#include "storage/render_target_storage.h"
#include "storage/texture_storage.h"
#include "shaders/copy.glsl.gen.h"
@ -47,66 +51,13 @@ class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RendererStorage {
friend class RasterizerGLES3;
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
static GLuint system_fbo;
struct Config {
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
Set<String> extensions;
bool float_texture_supported;
bool s3tc_supported;
bool latc_supported;
bool rgtc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool srgb_decode_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
bool support_depth_texture;
bool support_depth_cubemaps;
bool support_shadow_cubemaps;
bool render_to_mipmap_supported;
GLuint depth_internalformat;
GLuint depth_type;
GLuint depth_buffer_internalformat;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan;
} config;
GLES3::Config *config;
struct Resources {
GLuint white_tex;
@ -180,334 +131,7 @@ public:
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
bool can_create_resources_async() const override;
// TEXTURE API
enum OpenGLTextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
/* CANVAS TEXTURE API (2D) */
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
RID_Owner<CanvasTexture, true> canvas_texture_owner;
struct RenderTarget;
struct Texture {
RID self;
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height;
Image::Format format;
RenderingDevice::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
bool compressed;
bool srgb;
int mipmaps;
bool resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image>> images;
bool redraw_if_visible;
RS::TextureDetectCallback detect_3d;
void *detect_3d_ud;
RS::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
RS::TextureDetectCallback detect_normal;
void *detect_normal_ud;
CanvasTexture *canvas_texture = nullptr;
// some silly opengl shenanigans where
// texture coords start from bottom left, means we need to draw render target textures upside down
// to be compatible with vulkan etc.
bool is_upside_down() const {
if (proxy) {
return proxy->is_upside_down();
}
return render_target != nullptr;
}
Texture() {
create();
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
destroy();
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
}
void copy_from(const Texture &o) {
proxy = o.proxy;
flags = o.flags;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
target = o.target;
data_size = o.data_size;
total_data_size = o.total_data_size;
ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
active = o.active;
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
redraw_if_visible = o.redraw_if_visible;
detect_3d = o.detect_3d;
detect_3d_ud = o.detect_3d_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
detect_normal = o.detect_normal;
detect_normal_ud = o.detect_normal_ud;
images.clear();
}
void create() {
proxy = nullptr;
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
type = RenderingDevice::TEXTURE_TYPE_2D;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
compressed = false;
mipmaps = 0;
resize_to_po2 = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
render_target = nullptr;
redraw_if_visible = false;
detect_3d = nullptr;
detect_3d_ud = nullptr;
detect_srgb = nullptr;
detect_srgb_ud = nullptr;
detect_normal = nullptr;
detect_normal_ud = nullptr;
}
void destroy() {
images.clear();
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = nullptr;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
// texture state
void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
state_filter = p_filter;
GLint pmin = GL_LINEAR; // param min
GLint pmag = GL_LINEAR; // param mag
switch (state_filter) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
pmin = GL_LINEAR_MIPMAP_LINEAR;
pmag = GL_LINEAR;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
void _texture_set_state_from_flags(Texture *p_tex);
// new
RID texture_allocate() override;
void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
void texture_proxy_update(RID p_proxy, RID p_base) override {}
void texture_2d_placeholder_initialize(RID p_texture) override;
void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
void texture_3d_placeholder_initialize(RID p_texture) override;
Ref<Image> texture_2d_get(RID p_texture) const override;
Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
void texture_replace(RID p_texture, RID p_by_texture) override;
//void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
// old
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
private:
RID texture_create();
//void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
void texture_set_flags(RID p_texture, uint32_t p_flags);
uint32_t texture_get_flags(RID p_texture) const;
Image::Format texture_get_format(RID p_texture) const;
RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
void texture_bind(RID p_texture, uint32_t p_texture_no);
void texture_set_path(RID p_texture, const String &p_path) override;
String texture_get_path(RID p_texture) const override;
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
void texture_set_proxy(RID p_texture, RID p_proxy);
Size2 texture_size_with_proxy(RID p_texture) override;
void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
public:
RID canvas_texture_allocate() override;
void canvas_texture_initialize(RID p_rid) override;
void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) override;
void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) override;
void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) override;
/* SKY API */
// not sure if used in godot 4?
struct Sky {
@ -971,6 +595,9 @@ public:
AABB decal_get_aabb(RID p_decal) const override;
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* VOXEL GI API */
RID voxel_gi_allocate() override;
@ -1151,85 +778,10 @@ public:
// RENDER TARGET
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
mutable RID_PtrOwner<GLES3::RenderTarget> render_target_owner;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
mutable RID_PtrOwner<RenderTarget> render_target_owner;
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
void _render_target_clear(GLES3::RenderTarget *rt);
void _render_target_allocate(GLES3::RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
RID render_target_create() override;
@ -1262,7 +814,7 @@ public:
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
// access from canvas
// RenderTarget * render_target_get(RID p_render_target);
// GLES3::RenderTarget * render_target_get(RID p_render_target);
/* CANVAS SHADOW */
@ -1301,7 +853,7 @@ public:
bool free(RID p_rid) override;
struct Frame {
RenderTarget *current_rt;
GLES3::RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
@ -1408,7 +960,7 @@ inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_bu
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
if (!p_optional_orphan || (config.should_orphan)) {
if (!p_optional_orphan || (config->should_orphan)) {
glBufferData(p_target, p_buffer_size, nullptr, p_usage);
#ifdef RASTERIZER_EXTRA_CHECKS
// fill with garbage off the end of the array

View file

@ -0,0 +1,5 @@
#!/usr/bin/env python
Import("env")
env.add_source_files(env.drivers_sources, "*.cpp")

View file

@ -0,0 +1,96 @@
/*************************************************************************/
/* canvas_texture_storage.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "canvas_texture_storage.h"
using namespace GLES3;
CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
return singleton;
}
CanvasTextureStorage::CanvasTextureStorage() {
singleton = this;
}
CanvasTextureStorage::~CanvasTextureStorage() {
singleton = nullptr;
}
RID CanvasTextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
}
void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
}
void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_filter = p_filter;
}
void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_repeat = p_repeat;
}
#endif // !GLES3_ENABLED

View file

@ -0,0 +1,87 @@
/*************************************************************************/
/* canvas_texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CANVAS_TEXTURE_STORAGE_GLES3_H
#define CANVAS_TEXTURE_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace GLES3 {
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
class CanvasTextureStorage : public RendererCanvasTextureStorage {
private:
static CanvasTextureStorage *singleton;
RID_Owner<CanvasTexture, true> canvas_texture_owner;
public:
static CanvasTextureStorage *get_singleton();
CanvasTextureStorage();
virtual ~CanvasTextureStorage();
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !CANVAS_TEXTURE_STORAGE_GLES3_H

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@ -0,0 +1,156 @@
/*************************************************************************/
/* config.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "config.h"
#include "core/templates/vector.h"
using namespace GLES3;
Config *Config::singleton = nullptr;
Config::Config() {
singleton = this;
should_orphan = true;
}
Config::~Config() {
singleton = nullptr;
}
void Config::initialize() {
{
const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
Vector<String> exts = String((const char *)extension_string).split(" ");
for (int i = 0; i < exts.size(); i++) {
extensions.insert(exts[i]);
}
}
keep_original_textures = true; // false
shrink_textures_x2 = false;
depth_internalformat = GL_DEPTH_COMPONENT;
depth_type = GL_UNSIGNED_INT;
#ifdef GLES_OVER_GL
float_texture_supported = true;
s3tc_supported = true;
etc_supported = false;
support_npot_repeat_mipmap = true;
depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
// RenderBuffer internal format must be 16 bits in WebGL,
// but depth_texture should default to 32 always
// if the implementation doesn't support 32, it should just quietly use 16 instead
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
depth_type = GL_UNSIGNED_INT;
#else
// on mobile check for 24 bit depth support for RenderBufferStorage
if (extensions.has("GL_OES_depth24")) {
depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
depth_type = GL_UNSIGNED_INT;
} else {
depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
depth_type = GL_UNSIGNED_SHORT;
}
#endif
#endif
#ifdef GLES_OVER_GL
//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
render_to_mipmap_supported = false;
#else
//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
#endif
#ifdef GLES_OVER_GL
use_rgba_2d_shadows = false;
support_depth_texture = true;
use_rgba_3d_shadows = false;
support_depth_cubemaps = true;
#else
use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
use_rgba_3d_shadows = !support_depth_texture;
support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
#endif
#ifdef GLES_OVER_GL
support_32_bits_indices = true;
#else
support_32_bits_indices = extensions.has("GL_OES_element_index_uint");
#endif
#ifdef GLES_OVER_GL
support_write_depth = true;
#elif defined(JAVASCRIPT_ENABLED)
support_write_depth = false;
#else
support_write_depth = extensions.has("GL_EXT_frag_depth");
#endif
support_half_float_vertices = true;
//every platform should support this except web, iOS has issues with their support, so add option to disable
#ifdef JAVASCRIPT_ENABLED
support_half_float_vertices = false;
#endif
bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float");
if (disable_half_float) {
support_half_float_vertices = false;
}
etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
latc_supported = extensions.has("GL_EXT_texture_compression_latc");
bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
// should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
}
#endif // GLES3_ENABLED

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@ -0,0 +1,113 @@
/*************************************************************************/
/* config.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONFIG_GLES3_H
#define CONFIG_GLES3_H
#ifdef GLES3_ENABLED
#include "core/string/ustring.h"
#include "core/templates/set.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
class Config {
private:
static Config *singleton;
public:
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
Set<String> extensions;
bool float_texture_supported;
bool s3tc_supported;
bool latc_supported;
bool rgtc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool srgb_decode_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
bool support_depth_texture;
bool support_depth_cubemaps;
bool support_shadow_cubemaps;
bool render_to_mipmap_supported;
GLuint depth_internalformat;
GLuint depth_type;
GLuint depth_buffer_internalformat;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan = true;
static Config *get_singleton() { return singleton; };
Config();
~Config();
void initialize();
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // !CONFIG_GLES3_H

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@ -0,0 +1,132 @@
/*************************************************************************/
/* render_target_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDER_TARGET_STORAGE_GLES3_H
#define RENDER_TARGET_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h
// #include "servers/rendering/storage/render_target_storage.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !RENDER_TARGET_STORAGE_GLES3_H

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@ -0,0 +1,389 @@
/*************************************************************************/
/* texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEXTURE_STORAGE_GLES3_H
#define TEXTURE_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "canvas_texture_storage.h"
#include "config.h"
#include "core/os/os.h"
#include "core/templates/rid_owner.h"
#include "render_target_storage.h"
#include "servers/rendering/storage/texture_storage.h"
namespace GLES3 {
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _RED_OES 0x1903
#define _DEPTH_COMPONENT24_OES 0x81A6
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
enum OpenGLTextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
struct Texture {
RID self;
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height;
Image::Format format;
RenderingDevice::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
bool compressed;
bool srgb;
int mipmaps;
bool resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image>> images;
bool redraw_if_visible;
RS::TextureDetectCallback detect_3d;
void *detect_3d_ud;
RS::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
RS::TextureDetectCallback detect_normal;
void *detect_normal_ud;
CanvasTexture *canvas_texture = nullptr;
// some silly opengl shenanigans where
// texture coords start from bottom left, means we need to draw render target textures upside down
// to be compatible with vulkan etc.
bool is_upside_down() const {
if (proxy) {
return proxy->is_upside_down();
}
return render_target != nullptr;
}
Texture() {
create();
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
destroy();
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
}
void copy_from(const Texture &o) {
proxy = o.proxy;
flags = o.flags;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
target = o.target;
data_size = o.data_size;
total_data_size = o.total_data_size;
ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
active = o.active;
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
redraw_if_visible = o.redraw_if_visible;
detect_3d = o.detect_3d;
detect_3d_ud = o.detect_3d_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
detect_normal = o.detect_normal;
detect_normal_ud = o.detect_normal_ud;
images.clear();
}
void create() {
proxy = nullptr;
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
type = RenderingDevice::TEXTURE_TYPE_2D;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
compressed = false;
mipmaps = 0;
resize_to_po2 = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
render_target = nullptr;
redraw_if_visible = false;
detect_3d = nullptr;
detect_3d_ud = nullptr;
detect_srgb = nullptr;
detect_srgb_ud = nullptr;
detect_normal = nullptr;
detect_normal_ud = nullptr;
}
void destroy() {
images.clear();
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = nullptr;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
// texture state
void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
state_filter = p_filter;
GLint pmin = GL_LINEAR; // param min
GLint pmag = GL_LINEAR; // param mag
switch (state_filter) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
pmin = GL_LINEAR_MIPMAP_LINEAR;
pmag = GL_LINEAR;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
void _texture_set_state_from_flags(Texture *p_tex);
void texture_set_proxy(RID p_texture, RID p_proxy);
public:
static TextureStorage *get_singleton();
TextureStorage();
virtual ~TextureStorage();
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
void set_main_thread_id(Thread::ID p_id);
virtual bool can_create_resources_async() const override;
RID texture_create();
void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
virtual RID texture_allocate() override;
virtual void texture_free(RID p_rid) override;
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override;
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
virtual void texture_3d_placeholder_initialize(RID p_texture) override;
virtual Ref<Image> texture_2d_get(RID p_texture) const override;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
virtual void texture_replace(RID p_texture, RID p_by_texture) override;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
virtual void texture_set_path(RID p_texture, const String &p_path) override;
virtual String texture_get_path(RID p_texture) const override;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
void texture_set_flags(RID p_texture, uint32_t p_flags);
uint32_t texture_get_flags(RID p_texture) const;
Image::Format texture_get_format(RID p_texture) const;
RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_bind(RID p_texture, uint32_t p_texture_no);
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !TEXTURE_STORAGE_GLES3_H

View file

@ -34,7 +34,7 @@
#include "drivers/gles3/rasterizer_gles3.h"
#endif
#include "platform/javascript/os_javascript.h"
#include "servers/rendering/rasterizer_dummy.h"
#include "servers/rendering/dummy/rasterizer_dummy.h"
#include <emscripten.h>
#include <png.h>

View file

@ -212,7 +212,7 @@ void ImageTexture::update(const Ref<Image> &p_image) {
ERR_FAIL_COND_MSG(mipmaps != p_image->has_mipmaps(),
"The new image mipmaps configuration must match the texture's image mipmaps configuration");
RenderingServer::get_singleton()->texture_2d_update(texture, p_image);
RS::get_singleton()->texture_2d_update(texture, p_image);
notify_property_list_changed();
emit_changed();

View file

@ -33,7 +33,7 @@
#include "servers/display_server.h"
#include "servers/rendering/rasterizer_dummy.h"
#include "servers/rendering/dummy/rasterizer_dummy.h"
class DisplayServerHeadless : public DisplayServer {
private:

View file

@ -5,3 +5,4 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
SConscript("renderer_rd/SCsub")
SConscript("storage/SCsub")

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@ -0,0 +1,63 @@
/*************************************************************************/
/* rasterizer_canvas_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_DUMMY_H
#define RASTERIZER_CANVAS_DUMMY_H
#include "servers/rendering/renderer_canvas_render.h"
class RasterizerCanvasDummy : public RendererCanvasRender {
public:
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override { return 0; }
void free_polygon(PolygonID p_polygon) override {}
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override {}
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}
RID light_create() override { return RID(); }
void light_set_texture(RID p_rid, RID p_texture) override {}
void light_set_use_shadow(RID p_rid, bool p_enable) override {}
void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override {}
void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override {}
RID occluder_polygon_create() override { return RID(); }
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override {}
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
void set_shadow_texture_size(int p_size) override {}
bool free(RID p_rid) override { return true; }
void update() override {}
RasterizerCanvasDummy() {}
~RasterizerCanvasDummy() {}
};
#endif // !RASTERIZER_CANVAS_DUMMY_H

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@ -0,0 +1,99 @@
/*************************************************************************/
/* rasterizer_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_DUMMY_H
#define RASTERIZER_DUMMY_H
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/dummy/rasterizer_canvas_dummy.h"
#include "servers/rendering/dummy/rasterizer_scene_dummy.h"
#include "servers/rendering/dummy/rasterizer_storage_dummy.h"
#include "servers/rendering/dummy/storage/canvas_texture_storage.h"
#include "servers/rendering/dummy/storage/texture_storage.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"
class RasterizerDummy : public RendererCompositor {
private:
uint64_t frame = 1;
double delta = 0;
protected:
RasterizerCanvasDummy canvas;
RendererDummy::CanvasTextureStorage canvas_texture_storage;
RendererDummy::TextureStorage texture_storage;
RasterizerStorageDummy storage;
RasterizerSceneDummy scene;
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() override { return &canvas_texture_storage; };
RendererTextureStorage *get_texture_storage() override { return &texture_storage; };
RendererStorage *get_storage() override { return &storage; }
RendererCanvasRender *get_canvas() override { return &canvas; }
RendererSceneRender *get_scene() override { return &scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override {}
void initialize() override {}
void begin_frame(double frame_step) override {
frame++;
delta = frame_step;
}
void prepare_for_blitting_render_targets() override {}
void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) override {}
void end_frame(bool p_swap_buffers) override {
if (p_swap_buffers) {
DisplayServer::get_singleton()->swap_buffers();
}
}
void finalize() override {}
static RendererCompositor *_create_current() {
return memnew(RasterizerDummy);
}
static void make_current() {
_create_func = _create_current;
}
bool is_low_end() const override { return true; }
uint64_t get_frame_number() const override { return frame; }
double get_frame_delta_time() const override { return delta; }
RasterizerDummy() {}
~RasterizerDummy() {}
};
#endif // RASTERIZER_DUMMY_H

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@ -0,0 +1,217 @@
/*************************************************************************/
/* rasterizer_scene_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_SCENE_DUMMY_H
#define RASTERIZER_SCENE_DUMMY_H
#include "servers/rendering/renderer_scene_render.h"
class RasterizerSceneDummy : public RendererSceneRender {
public:
GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; }
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {}
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {}
void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override {}
void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {}
void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {}
void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {}
void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override {}
void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override {}
void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override {}
void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {}
void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {}
void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override {}
void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override {}
void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override {}
uint32_t geometry_instance_get_pair_mask() override { return 0; }
void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {}
void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override {}
void geometry_instance_free(GeometryInstance *p_geometry_instance) override {}
/* SHADOW ATLAS API */
RID shadow_atlas_create() override { return RID(); }
void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override {}
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override {}
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override { return false; }
void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override {}
int get_directional_light_shadow_size(RID p_light_intance) override { return 0; }
void set_directional_shadow_count(int p_count) override {}
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
/* SKY API */
RID sky_allocate() override { return RID(); }
void sky_initialize(RID p_rid) override {}
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override {}
void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override {}
void sky_set_material(RID p_sky, RID p_material) override {}
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
/* ENVIRONMENT API */
RID environment_allocate() override { return RID(); }
void environment_initialize(RID p_rid) override {}
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override {}
void environment_set_sky(RID p_env, RID p_sky) override {}
void environment_set_sky_custom_fov(RID p_env, float p_scale) override {}
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override {}
void environment_set_bg_color(RID p_env, const Color &p_color) override {}
void environment_set_bg_energy(RID p_env, float p_energy) override {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override {}
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override {}
void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override {}
void environment_glow_set_use_bicubic_upscale(bool p_enable) override {}
void environment_glow_set_use_high_quality(bool p_enable) override {}
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override {}
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {}
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}
void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {}
void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {}
void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override {}
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override {}
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
bool is_environment(RID p_env) const override { return false; }
RS::EnvironmentBG environment_get_background(RID p_env) const override { return RS::ENV_BG_KEEP; }
int environment_get_canvas_max_layer(RID p_env) const override { return 0; }
RID camera_effects_allocate() override { return RID(); }
void camera_effects_initialize(RID p_rid) override {}
void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override {}
void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override {}
void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {}
void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {}
void shadows_quality_set(RS::ShadowQuality p_quality) override {}
void directional_shadow_quality_set(RS::ShadowQuality p_quality) override {}
RID light_instance_create(RID p_light) override { return RID(); }
void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override {}
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override {}
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
void light_instance_mark_visible(RID p_light_instance) override {}
RID fog_volume_instance_create(RID p_fog_volume) override { return RID(); }
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override {}
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override {}
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override { return RID(); }
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override { return Vector3(); }
RID reflection_atlas_create() override { return RID(); }
int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; }
void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {}
RID reflection_probe_instance_create(RID p_probe) override { return RID(); }
void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override {}
void reflection_probe_release_atlas_index(RID p_instance) override {}
bool reflection_probe_instance_needs_redraw(RID p_instance) override { return false; }
bool reflection_probe_instance_has_reflection(RID p_instance) override { return false; }
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override { return false; }
bool reflection_probe_instance_postprocess_step(RID p_instance) override { return true; }
RID decal_instance_create(RID p_decal) override { return RID(); }
void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {}
RID lightmap_instance_create(RID p_lightmap) override { return RID(); }
void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override {}
RID voxel_gi_instance_create(RID p_voxel_gi) override { return RID(); }
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override {}
bool voxel_gi_needs_update(RID p_probe) const override { return false; }
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override {}
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
void set_scene_pass(uint64_t p_pass) override {}
void set_time(double p_time, double p_step) override {}
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {}
RID render_buffers_create() override { return RID(); }
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override {}
void gi_set_use_half_resolution(bool p_enable) override {}
void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {}
bool screen_space_roughness_limiter_is_active() const override { return false; }
void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {}
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {}
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override { return TypedArray<Image>(); }
bool free(RID p_rid) override { return false; }
void update() override {}
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {}
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
};
#endif // !RASTERIZER_SCENE_DUMMY_H

View file

@ -1,5 +1,5 @@
/*************************************************************************/
/* rasterizer_dummy.h */
/* rasterizer_storage_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,265 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_DUMMY_H
#define RASTERIZER_DUMMY_H
#ifndef RASTERIZER_STORAGE_DUMMY_H
#define RASTERIZER_STORAGE_DUMMY_H
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
class RasterizerSceneDummy : public RendererSceneRender {
public:
GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; }
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {}
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {}
void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override {}
void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {}
void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {}
void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {}
void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override {}
void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override {}
void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override {}
void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {}
void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {}
void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {}
void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override {}
void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override {}
void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override {}
uint32_t geometry_instance_get_pair_mask() override { return 0; }
void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {}
void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override {}
void geometry_instance_free(GeometryInstance *p_geometry_instance) override {}
/* SHADOW ATLAS API */
RID shadow_atlas_create() override { return RID(); }
void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override {}
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override {}
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override { return false; }
void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override {}
int get_directional_light_shadow_size(RID p_light_intance) override { return 0; }
void set_directional_shadow_count(int p_count) override {}
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
/* SKY API */
RID sky_allocate() override { return RID(); }
void sky_initialize(RID p_rid) override {}
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override {}
void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override {}
void sky_set_material(RID p_sky, RID p_material) override {}
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
/* ENVIRONMENT API */
RID environment_allocate() override { return RID(); }
void environment_initialize(RID p_rid) override {}
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override {}
void environment_set_sky(RID p_env, RID p_sky) override {}
void environment_set_sky_custom_fov(RID p_env, float p_scale) override {}
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override {}
void environment_set_bg_color(RID p_env, const Color &p_color) override {}
void environment_set_bg_energy(RID p_env, float p_energy) override {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override {}
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override {}
void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override {}
void environment_glow_set_use_bicubic_upscale(bool p_enable) override {}
void environment_glow_set_use_high_quality(bool p_enable) override {}
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override {}
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {}
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}
void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {}
void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {}
void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override {}
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override {}
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
bool is_environment(RID p_env) const override { return false; }
RS::EnvironmentBG environment_get_background(RID p_env) const override { return RS::ENV_BG_KEEP; }
int environment_get_canvas_max_layer(RID p_env) const override { return 0; }
RID camera_effects_allocate() override { return RID(); }
void camera_effects_initialize(RID p_rid) override {}
void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override {}
void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override {}
void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {}
void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {}
void shadows_quality_set(RS::ShadowQuality p_quality) override {}
void directional_shadow_quality_set(RS::ShadowQuality p_quality) override {}
RID light_instance_create(RID p_light) override { return RID(); }
void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override {}
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override {}
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
void light_instance_mark_visible(RID p_light_instance) override {}
RID fog_volume_instance_create(RID p_fog_volume) override { return RID(); }
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override {}
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override {}
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override { return RID(); }
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override { return Vector3(); }
RID reflection_atlas_create() override { return RID(); }
int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; }
void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {}
RID reflection_probe_instance_create(RID p_probe) override { return RID(); }
void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override {}
void reflection_probe_release_atlas_index(RID p_instance) override {}
bool reflection_probe_instance_needs_redraw(RID p_instance) override { return false; }
bool reflection_probe_instance_has_reflection(RID p_instance) override { return false; }
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override { return false; }
bool reflection_probe_instance_postprocess_step(RID p_instance) override { return true; }
RID decal_instance_create(RID p_decal) override { return RID(); }
void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {}
RID lightmap_instance_create(RID p_lightmap) override { return RID(); }
void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override {}
RID voxel_gi_instance_create(RID p_voxel_gi) override { return RID(); }
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override {}
bool voxel_gi_needs_update(RID p_probe) const override { return false; }
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override {}
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
void set_scene_pass(uint64_t p_pass) override {}
void set_time(double p_time, double p_step) override {}
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {}
RID render_buffers_create() override { return RID(); }
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override {}
void gi_set_use_half_resolution(bool p_enable) override {}
void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {}
bool screen_space_roughness_limiter_is_active() const override { return false; }
void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {}
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {}
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override { return TypedArray<Image>(); }
bool free(RID p_rid) override { return false; }
void update() override {}
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {}
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
};
#include "servers/rendering/renderer_storage.h"
#include "storage/texture_storage.h"
class RasterizerStorageDummy : public RendererStorage {
public:
bool can_create_resources_async() const override { return false; }
/* TEXTURE API */
struct DummyTexture {
Ref<Image> image;
};
mutable RID_PtrOwner<DummyTexture> texture_owner;
RID texture_allocate() override {
DummyTexture *texture = memnew(DummyTexture);
ERR_FAIL_COND_V(!texture, RID());
return texture_owner.make_rid(texture);
}
void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override {
DummyTexture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!t);
t->image = p_image->duplicate();
}
void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override {}
void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override {}
void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
void texture_proxy_initialize(RID p_texture, RID p_base) override {}
void texture_proxy_update(RID p_proxy, RID p_base) override {}
void texture_2d_placeholder_initialize(RID p_texture) override {}
void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override {}
void texture_3d_placeholder_initialize(RID p_texture) override {}
Ref<Image> texture_2d_get(RID p_texture) const override {
DummyTexture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!t, Ref<Image>());
return t->image;
}
Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
void texture_replace(RID p_texture, RID p_by_texture) override { free(p_by_texture); }
void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
void texture_set_path(RID p_texture, const String &p_path) override {}
String texture_get_path(RID p_texture) const override { return String(); }
void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
void texture_debug_usage(List<RS::TextureInfo> *r_info) override {}
void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override {}
Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); }
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* CANVAS TEXTURE API */
RID canvas_texture_allocate() override { return RID(); }
void canvas_texture_initialize(RID p_rid) override {}
void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {}
void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {}
void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {}
/* SHADER API */
RID shader_allocate() override { return RID(); }
@ -481,6 +230,9 @@ public:
AABB decal_get_aabb(RID p_decal) const override { return AABB(); }
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* VOXEL GI API */
RID voxel_gi_allocate() override { return RID(); }
@ -682,11 +434,8 @@ public:
RS::InstanceType get_base_type(RID p_rid) const override { return RS::INSTANCE_NONE; }
bool free(RID p_rid) override {
if (texture_owner.owns(p_rid)) {
// delete the texture
DummyTexture *texture = texture_owner.get_or_null(p_rid);
texture_owner.free(p_rid);
memdelete(texture);
if (RendererDummy::TextureStorage::get_singleton()->owns_texture(p_rid)) {
RendererDummy::TextureStorage::get_singleton()->texture_free(p_rid);
return true;
}
return false;
@ -721,81 +470,4 @@ public:
~RasterizerStorageDummy() {}
};
class RasterizerCanvasDummy : public RendererCanvasRender {
public:
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override { return 0; }
void free_polygon(PolygonID p_polygon) override {}
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override {}
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}
RID light_create() override { return RID(); }
void light_set_texture(RID p_rid, RID p_texture) override {}
void light_set_use_shadow(RID p_rid, bool p_enable) override {}
void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override {}
void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override {}
RID occluder_polygon_create() override { return RID(); }
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override {}
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
void set_shadow_texture_size(int p_size) override {}
bool free(RID p_rid) override { return true; }
void update() override {}
RasterizerCanvasDummy() {}
~RasterizerCanvasDummy() {}
};
class RasterizerDummy : public RendererCompositor {
private:
uint64_t frame = 1;
double delta = 0;
protected:
RasterizerCanvasDummy canvas;
RasterizerStorageDummy storage;
RasterizerSceneDummy scene;
public:
RendererStorage *get_storage() override { return &storage; }
RendererCanvasRender *get_canvas() override { return &canvas; }
RendererSceneRender *get_scene() override { return &scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override {}
void initialize() override {}
void begin_frame(double frame_step) override {
frame++;
delta = frame_step;
}
void prepare_for_blitting_render_targets() override {}
void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) override {}
void end_frame(bool p_swap_buffers) override {
if (p_swap_buffers) {
DisplayServer::get_singleton()->swap_buffers();
}
}
void finalize() override {}
static RendererCompositor *_create_current() {
return memnew(RasterizerDummy);
}
static void make_current() {
_create_func = _create_current;
}
bool is_low_end() const override { return true; }
uint64_t get_frame_number() const override { return frame; }
double get_frame_delta_time() const override { return delta; }
RasterizerDummy() {}
~RasterizerDummy() {}
};
#endif // RASTERIZER_DUMMY_H
#endif // !RASTERIZER_STORAGE_DUMMY_H

View file

@ -0,0 +1,53 @@
/*************************************************************************/
/* canvas_texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CANVAS_TEXTURE_STORAGE_DUMMY_H
#define CANVAS_TEXTURE_STORAGE_DUMMY_H
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace RendererDummy {
class CanvasTextureStorage : public RendererCanvasTextureStorage {
public:
virtual RID canvas_texture_allocate() override { return RID(); };
virtual void canvas_texture_initialize(RID p_rid) override{};
virtual void canvas_texture_free(RID p_rid) override{};
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override{};
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override{};
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override{};
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override{};
};
} // namespace RendererDummy
#endif // !CANVAS_TEXTURE_STORAGE_DUMMY_H

View file

@ -0,0 +1,116 @@
/*************************************************************************/
/* texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEXTURE_STORAGE_DUMMY_H
#define TEXTURE_STORAGE_DUMMY_H
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/storage/texture_storage.h"
namespace RendererDummy {
class TextureStorage : public RendererTextureStorage {
private:
struct DummyTexture {
Ref<Image> image;
};
mutable RID_PtrOwner<DummyTexture> texture_owner;
public:
static TextureStorage *get_singleton() {
// Here we cheat until we can retire RasterizerStorageDummy::free()
return (TextureStorage *)RSG::texture_storage;
};
virtual bool can_create_resources_async() const override { return false; }
DummyTexture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
virtual RID texture_allocate() override {
DummyTexture *texture = memnew(DummyTexture);
ERR_FAIL_COND_V(!texture, RID());
return texture_owner.make_rid(texture);
};
virtual void texture_free(RID p_rid) override {
// delete the texture
DummyTexture *texture = texture_owner.get_or_null(p_rid);
texture_owner.free(p_rid);
memdelete(texture);
};
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override {
DummyTexture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!t);
t->image = p_image->duplicate();
};
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override{};
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override{};
virtual void texture_proxy_initialize(RID p_texture, RID p_base) override{}; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override{};
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override{};
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override{};
virtual void texture_3d_placeholder_initialize(RID p_texture) override{};
virtual Ref<Image> texture_2d_get(RID p_texture) const override {
DummyTexture *t = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!t, Ref<Image>());
return t->image;
};
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
virtual void texture_replace(RID p_texture, RID p_by_texture) override { texture_free(p_by_texture); };
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override{};
virtual void texture_set_path(RID p_texture, const String &p_path) override{};
virtual String texture_get_path(RID p_texture) const override { return String(); };
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{};
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{};
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override{};
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override{};
virtual Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); };
};
} // namespace RendererDummy
#endif // !TEXTURE_STORAGE_DUMMY_H

View file

@ -34,6 +34,7 @@
#include "renderer_viewport.h"
#include "rendering_server_default.h"
#include "rendering_server_globals.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
@ -1530,26 +1531,26 @@ void RendererCanvasCull::canvas_set_shadow_texture_size(int p_size) {
}
RID RendererCanvasCull::canvas_texture_allocate() {
return RSG::storage->canvas_texture_allocate();
return RSG::canvas_texture_storage->canvas_texture_allocate();
}
void RendererCanvasCull::canvas_texture_initialize(RID p_rid) {
RSG::storage->canvas_texture_initialize(p_rid);
RSG::canvas_texture_storage->canvas_texture_initialize(p_rid);
}
void RendererCanvasCull::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
RSG::storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
RSG::canvas_texture_storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
}
void RendererCanvasCull::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) {
RSG::storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
RSG::canvas_texture_storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
}
void RendererCanvasCull::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
RSG::storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
RSG::canvas_texture_storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
}
void RendererCanvasCull::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
RSG::storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
RSG::canvas_texture_storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
}
void RendererCanvasCull::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {

View file

@ -34,6 +34,8 @@
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
#include "servers/rendering/storage/texture_storage.h"
#include "servers/rendering_server.h"
class RendererSceneRender;
@ -70,6 +72,8 @@ protected:
public:
static RendererCompositor *create();
virtual RendererCanvasTextureStorage *get_canvas_texture_storage() = 0;
virtual RendererTextureStorage *get_texture_storage() = 0;
virtual RendererStorage *get_storage() = 0;
virtual RendererCanvasRender *get_canvas() = 0;
virtual RendererSceneRender *get_scene() = 0;

View file

@ -7,3 +7,4 @@ env.add_source_files(env.servers_sources, "*.cpp")
SConscript("forward_clustered/SCsub")
SConscript("forward_mobile/SCsub")
SConscript("shaders/SCsub")
SConscript("storage_rd/SCsub")

View file

@ -2213,7 +2213,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
@ -2230,7 +2230,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@ -2244,7 +2244,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
u.append_id(texture);
uniforms.push_back(u);
@ -2256,7 +2256,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
u.append_id(directional_shadow_get_texture());
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
}
uniforms.push_back(u);
}
@ -2265,12 +2265,12 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
RID texture = storage->lightmap_get_texture(base);
RID rd_texture = storage->texture_get_rd_texture(texture);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
u.append_id(rd_texture);
} else {
u.append_id(default_tex);
@ -2283,7 +2283,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) {
RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]);
@ -2313,7 +2313,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2322,7 +2322,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2332,7 +2332,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_NORMAL);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2342,7 +2342,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2352,7 +2352,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID();
RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2362,7 +2362,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID();
RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2374,7 +2374,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers);
} else {
t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
t = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
u.append_id(t);
uniforms.push_back(u);
@ -2386,7 +2386,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
@ -2405,10 +2405,10 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers);
if (vfog.is_null()) {
vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
} else {
vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.append_id(vfog);
uniforms.push_back(u);
@ -2418,7 +2418,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID();
RID texture = ssil.is_valid() ? ssil : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2446,7 +2446,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
}
{
// No radiance texture.
RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
@ -2456,7 +2456,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No reflection atlas.
RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
@ -2469,7 +2469,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2479,7 +2479,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2490,7 +2490,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
u.append_id(default_tex);
}
@ -2504,7 +2504,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
u.append_id(default_tex);
}

View file

@ -315,7 +315,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
@ -332,7 +332,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@ -346,7 +346,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
u.append_id(texture);
uniforms.push_back(u);
@ -358,7 +358,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
u.append_id(directional_shadow_get_texture());
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
}
uniforms.push_back(u);
}
@ -369,12 +369,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
RID texture = storage->lightmap_get_texture(base);
RID rd_texture = storage->texture_get_rd_texture(texture);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
u.append_id(rd_texture);
} else {
u.append_id(default_tex);
@ -390,7 +390,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (i < (int)p_voxel_gi_instances.size()) {
RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]);
@ -421,7 +421,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
u.append_id(texture);
uniforms.push_back(u);
}
@ -430,7 +430,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}

View file

@ -358,7 +358,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
bool use_normal;
bool use_specular;
bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
bool success = canvas_texture_storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
//something odd happened
if (!success) {
_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
@ -977,7 +977,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
} else {
screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
if (screen.is_null()) { //unallocated backbuffer
screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
screen = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
}
u.append_id(screen);
@ -2245,6 +2245,8 @@ void RendererCanvasRenderRD::update() {
}
RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
canvas_texture_storage = RendererRD::CanvasTextureStorage::get_singleton();
texture_storage = RendererRD::TextureStorage::get_singleton();
storage = p_storage;
{ //create default samplers
@ -2575,8 +2577,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
}
default_canvas_texture = storage->canvas_texture_allocate();
storage->canvas_texture_initialize(default_canvas_texture);
default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
@ -2696,6 +2698,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
}
RD::get_singleton()->free(state.shadow_texture);
storage->free(default_canvas_texture);
canvas_texture_storage->canvas_texture_free(default_canvas_texture);
//pipelines don't need freeing, they are all gone after shaders are gone
}

View file

@ -37,10 +37,14 @@
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/canvas_texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
class RendererCanvasRenderRD : public RendererCanvasRender {
RendererRD::CanvasTextureStorage *canvas_texture_storage;
RendererRD::TextureStorage *texture_storage;
RendererStorageRD *storage;
enum {

View file

@ -46,7 +46,7 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
for (int i = 0; i < p_amount; i++) {
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
ERR_CONTINUE(texture.is_null());
RID rd_texture = storage->texture_get_rd_texture(texture);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
// TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
@ -155,6 +155,8 @@ void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
memdelete(storage);
memdelete(texture_storage);
memdelete(canvas_texture_storage);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
@ -165,9 +167,9 @@ void RendererCompositorRD::finalize() {
void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
RD::get_singleton()->prepare_screen_for_drawing();
RID texture = storage->texture_allocate();
storage->texture_2d_initialize(texture, p_image);
RID rd_texture = storage->texture_get_rd_texture(texture);
RID texture = texture_storage->texture_allocate();
texture_storage->texture_2d_initialize(texture, p_image);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
RID uset;
{
@ -235,7 +237,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RD::get_singleton()->swap_buffers();
storage->free(texture);
texture_storage->texture_free(texture);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
@ -283,6 +285,8 @@ RendererCompositorRD::RendererCompositorRD() {
singleton = this;
time = 0;
canvas_texture_storage = memnew(RendererRD::CanvasTextureStorage);
texture_storage = memnew(RendererRD::TextureStorage);
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));

View file

@ -39,12 +39,16 @@
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/canvas_texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache;
RendererCanvasRenderRD *canvas;
RendererRD::CanvasTextureStorage *canvas_texture_storage;
RendererRD::TextureStorage *texture_storage;
RendererStorageRD *storage;
RendererSceneRenderRD *scene;
@ -88,6 +92,8 @@ protected:
static uint64_t frame;
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() { return canvas_texture_storage; };
RendererTextureStorage *get_texture_storage() { return texture_storage; };
RendererStorage *get_storage() { return storage; }
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }

View file

@ -40,6 +40,7 @@ const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFF
// SDFGI
void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
storage = p_gi->storage;
gi = p_gi;
num_cascades = p_env->sdfgi_cascades;
@ -377,7 +378,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -620,7 +621,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -633,7 +634,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
if (j < cascades.size()) {
u.append_id(cascades[j].light_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -646,7 +647,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_0_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -659,7 +660,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_1_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1108,6 +1109,8 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
}
void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
@ -1118,7 +1121,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
if (i < cascades.size()) {
u.append_id(cascades[i].sdf_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1131,7 +1134,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
if (i < cascades.size()) {
u.append_id(cascades[i].light_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1144,7 +1147,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_0_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1157,7 +1160,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_1_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -2807,6 +2810,8 @@ RendererSceneGIRD::~RendererSceneGIRD() {
}
void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
storage = p_storage;
/* GI */
@ -2924,7 +2929,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
uniforms.push_back(u);
}
{
@ -3023,6 +3028,8 @@ RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironme
}
void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
r_voxel_gi_instances_used = 0;
// feels a little dirty to use our container this way but....
@ -3085,7 +3092,7 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
if (texture == RID()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
if (texture != rb->gi.voxel_gi_textures[i]) {
@ -3121,6 +3128,8 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RD::get_singleton()->draw_command_begin_label("GI Render");
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
@ -3186,7 +3195,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].sdf_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3199,7 +3208,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3212,7 +3221,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3225,7 +3234,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3237,7 +3246,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi) {
u.append_id(rb->sdfgi->occlusion_texture);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
@ -3279,7 +3288,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
if (rb->sdfgi) {
u.append_id(rb->sdfgi->lightprobe_texture);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
}
uniforms.push_back(u);
}
@ -3301,7 +3310,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 14;
RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(buffer);
uniforms.push_back(u);
}

View file

@ -45,6 +45,7 @@
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"

View file

@ -2490,7 +2490,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure_texture = rb->luminance.current;
tonemap.auto_exposure_grey = env->auto_exp_scale;
} else {
tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
if (can_use_effects && env && env->glow_enabled) {
@ -2506,15 +2506,15 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.glow_texture = rb->blur[1].texture;
if (env->glow_map.is_valid()) {
tonemap.glow_map_strength = env->glow_map_strength;
tonemap.glow_map = storage->texture_get_rd_texture(env->glow_map);
tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map);
} else {
tonemap.glow_map_strength = 0.0f;
tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
} else {
tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
@ -2536,7 +2536,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
if (can_use_effects && env) {
tonemap.use_bcs = env->adjustments_enabled;
@ -2546,7 +2546,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (env->adjustments_enabled && env->color_correction.is_valid()) {
tonemap.use_color_correction = true;
tonemap.use_1d_color_correction = env->use_1d_color_correction;
tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
}
}
@ -2606,14 +2606,14 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
}
tonemap.use_glow = false;
tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_auto_exposure = false;
tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
if (can_use_effects && env) {
tonemap.use_bcs = env->adjustments_enabled;
@ -2623,7 +2623,7 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
if (env->adjustments_enabled && env->color_correction.is_valid()) {
tonemap.use_color_correction = true;
tonemap.use_1d_color_correction = env->use_1d_color_correction;
tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
}
}
@ -2656,7 +2656,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
if (shadow_atlas_texture.is_null()) {
shadow_atlas_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
}
Size2 rtsize = storage->render_target_get_size(rb->render_target);
@ -2716,7 +2716,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
}
@ -4364,7 +4364,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 1;
ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
} else {
u.append_id(shadow_atlas->depth);
}
@ -4380,7 +4380,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
if (directional_shadow.depth.is_valid()) {
u.append_id(directional_shadow.depth);
} else {
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
copy_uniforms.push_back(u);
@ -4545,7 +4545,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 19;
RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
uniforms.push_back(u);
@ -5600,6 +5600,7 @@ uint32_t RendererSceneRenderRD::get_max_elements() const {
}
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
texture_storage = RendererRD::TextureStorage::get_singleton();
storage = p_storage;
singleton = this;
}

View file

@ -41,6 +41,7 @@
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@ -92,6 +93,7 @@ class RendererSceneRenderRD : public RendererSceneRender {
friend RendererSceneGIRD;
protected:
RendererRD::TextureStorage *texture_storage;
RendererStorageRD *storage;
double time;
double time_step = 0;

View file

@ -33,6 +33,7 @@
#include "core/math/math_defs.h"
#include "renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
////////////////////////////////////////////////////////////////////////////////
@ -621,6 +622,8 @@ void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
}
RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
return texture_uniform_sets[p_version];
}
@ -632,7 +635,7 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
u.append_id(radiance);
} else {
u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
@ -648,9 +651,9 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@ -667,9 +670,9 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.append_id(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@ -793,6 +796,7 @@ RendererSceneSkyRD::RendererSceneSkyRD() {
}
void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
storage = p_storage;
{
@ -972,7 +976,7 @@ void sky() {
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
u.append_id(vfog);
uniforms.push_back(u);
}
@ -1006,21 +1010,21 @@ void sky() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
u.append_id(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}

File diff suppressed because it is too large Load diff

View file

@ -41,9 +41,12 @@
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/canvas_texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
class RendererStorageRD : public RendererStorage {
public:
static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
@ -179,22 +182,6 @@ public:
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
static void _material_uniform_set_erased(void *p_material);
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
DEFAULT_RD_TEXTURE_BLACK,
DEFAULT_RD_TEXTURE_NORMAL,
DEFAULT_RD_TEXTURE_ANISO,
DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_MAX
};
enum DefaultRDBuffer {
DEFAULT_RD_BUFFER_VERTEX,
DEFAULT_RD_BUFFER_NORMAL,
@ -212,113 +199,8 @@ public:
};
private:
/* CANVAS TEXTURE API (2D) */
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* TEXTURE API */
struct Texture {
enum Type {
TYPE_2D,
TYPE_LAYERED,
TYPE_3D
};
Type type;
RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
RenderingDevice::TextureType rd_type;
RID rd_texture;
RID rd_texture_srgb;
RenderingDevice::DataFormat rd_format;
RenderingDevice::DataFormat rd_format_srgb;
RD::TextureView rd_view;
Image::Format format;
Image::Format validated_format;
int width;
int height;
int depth;
int layers;
int mipmaps;
int height_2d;
int width_2d;
struct BufferSlice3D {
Size2i size;
uint32_t offset = 0;
uint32_t buffer_size = 0;
};
Vector<BufferSlice3D> buffer_slices_3d;
uint32_t buffer_size_3d = 0;
bool is_render_target;
bool is_proxy;
Ref<Image> image_cache_2d;
String path;
RID proxy_to;
Vector<RID> proxies;
Set<RID> lightmap_users;
RS::TextureDetectCallback detect_3d_callback = nullptr;
void *detect_3d_callback_ud = nullptr;
RS::TextureDetectCallback detect_normal_callback = nullptr;
void *detect_normal_callback_ud = nullptr;
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
CanvasTexture *canvas_texture = nullptr;
};
struct TextureToRDFormat {
RD::DataFormat format;
RD::DataFormat format_srgb;
RD::TextureSwizzle swizzle_r;
RD::TextureSwizzle swizzle_g;
RD::TextureSwizzle swizzle_b;
RD::TextureSwizzle swizzle_a;
TextureToRDFormat() {
format = RD::DATA_FORMAT_MAX;
format_srgb = RD::DATA_FORMAT_MAX;
swizzle_r = RD::TEXTURE_SWIZZLE_R;
swizzle_g = RD::TEXTURE_SWIZZLE_G;
swizzle_b = RD::TEXTURE_SWIZZLE_B;
swizzle_a = RD::TEXTURE_SWIZZLE_A;
}
};
//textures can be created from threads, so this RID_Owner is thread safe
mutable RID_Owner<Texture, true> texture_owner;
Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID default_rd_storage_buffer;
@ -1308,52 +1190,6 @@ private:
EffectsRD *effects = nullptr;
public:
virtual bool can_create_resources_async() const;
/* TEXTURE API */
virtual RID texture_allocate();
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image);
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
virtual void texture_proxy_initialize(RID p_texture, RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture);
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type);
virtual void texture_3d_placeholder_initialize(RID p_texture);
virtual Ref<Image> texture_2d_get(RID p_texture) const;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const;
virtual void texture_replace(RID p_texture, RID p_by_texture);
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
virtual void texture_set_proxy(RID p_proxy, RID p_base);
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
virtual Size2 texture_size_with_proxy(RID p_proxy);
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
RID decal_atlas_get_texture() const;
RID decal_atlas_get_texture_srgb() const;
_FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
@ -1367,33 +1203,6 @@ public:
//internal usage
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
if (p_texture.is_null()) {
return RID();
}
Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return RID();
}
return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
}
_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
if (p_texture.is_null()) {
return Size2i();
}
Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return Size2i();
}
return Size2i(tex->width_2d, tex->height_2d);
}
_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
return default_rd_textures[p_texture];
}
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return default_rd_samplers[p_filter][p_repeat];
}
@ -1405,19 +1214,6 @@ public:
void sampler_rd_set_default(float p_mipmap_bias);
/* CANVAS TEXTURE API */
RID canvas_texture_allocate();
void canvas_texture_initialize(RID p_canvas_texture);
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter);
virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat);
bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
/* SHADER API */
RID shader_allocate();
@ -1926,7 +1722,7 @@ public:
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return texture_owner.owns(light->projector);
return light_owner.owns(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
@ -2010,6 +1806,12 @@ public:
virtual void decal_set_fade(RID p_decal, float p_above, float p_below);
virtual void decal_set_normal_fade(RID p_decal, float p_fade);
void decal_atlas_mark_dirty_on_texture(RID p_texture);
void decal_atlas_remove_texture(RID p_texture);
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->extents;

View file

@ -0,0 +1,5 @@
#!/usr/bin/env python
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")

View file

@ -0,0 +1,235 @@
/*************************************************************************/
/* canvas_texture_storage.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "canvas_texture_storage.h"
#include "texture_storage.h"
// Until we move things into their own storage classes, also include our old class
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
using namespace RendererRD;
///////////////////////////////////////////////////////////////////////////
// CanvasTexture
void CanvasTexture::clear_sets() {
if (cleared_cache) {
return;
}
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
RD::get_singleton()->free(uniform_sets[i][j]);
uniform_sets[i][j] = RID();
}
}
}
cleared_cache = true;
}
CanvasTexture::~CanvasTexture() {
clear_sets();
}
///////////////////////////////////////////////////////////////////////////
// CanvasTextureStorage
CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
return singleton;
}
CanvasTextureStorage::CanvasTextureStorage() {
singleton = this;
}
CanvasTextureStorage::~CanvasTextureStorage() {
singleton = nullptr;
}
RID CanvasTextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->texture_filter = p_filter;
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->texture_repeat = p_repeat;
ct->clear_sets();
}
bool CanvasTextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
RendererStorageRD *storage = RendererStorageRD::base_singleton;
CanvasTexture *ct = nullptr;
TextureStorage *texture_storage = TextureStorage::get_singleton();
Texture *t = texture_storage->get_texture(p_texture);
// TODO once we have our texture storage split off we'll look into moving this code into canvas_texture
if (t) {
//regular texture
if (!t->canvas_texture) {
t->canvas_texture = memnew(CanvasTexture);
t->canvas_texture->diffuse = p_texture;
}
ct = t->canvas_texture;
} else {
ct = get_canvas_texture(p_texture);
}
if (!ct) {
return false; //invalid texture RID
}
RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
RID uniform_set = ct->uniform_sets[filter][repeat];
if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//create and update
Vector<RD::Uniform> uniforms;
{ //diffuse
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
t = texture_storage->get_texture(ct->diffuse);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
ct->size_cache = Size2i(1, 1);
} else {
u.append_id(t->rd_texture);
ct->size_cache = Size2i(t->width_2d, t->height_2d);
}
uniforms.push_back(u);
}
{ //normal
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
t = texture_storage->get_texture(ct->normal_map);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
ct->use_normal_cache = false;
} else {
u.append_id(t->rd_texture);
ct->use_normal_cache = true;
}
uniforms.push_back(u);
}
{ //specular
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
t = texture_storage->get_texture(ct->specular);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
ct->use_specular_cache = false;
} else {
u.append_id(t->rd_texture);
ct->use_specular_cache = true;
}
uniforms.push_back(u);
}
{ //sampler
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 3;
u.append_id(storage->sampler_rd_get_default(filter, repeat));
uniforms.push_back(u);
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
ct->uniform_sets[filter][repeat] = uniform_set;
ct->cleared_cache = false;
}
r_uniform_set = uniform_set;
r_size = ct->size_cache;
r_specular_shininess = ct->specular_color;
r_use_normal = ct->use_normal_cache;
r_use_specular = ct->use_specular_cache;
return true;
}

View file

@ -0,0 +1,90 @@
/*************************************************************************/
/* canvas_texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CANVAS_TEXTURE_STORAGE_RD_H
#define CANVAS_TEXTURE_STORAGE_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace RendererRD {
class CanvasTexture {
public:
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
class CanvasTextureStorage : public RendererCanvasTextureStorage {
private:
static CanvasTextureStorage *singleton;
RID_Owner<RendererRD::CanvasTexture, true> canvas_texture_owner;
public:
static CanvasTextureStorage *get_singleton();
CanvasTextureStorage();
virtual ~CanvasTextureStorage();
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
};
} // namespace RendererRD
#endif // !CANVAS_TEXTURE_STORAGE_RD_H

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,230 @@
/*************************************************************************/
/* texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEXTURE_STORAGE_RD_H
#define TEXTURE_STORAGE_RD_H
#include "canvas_texture_storage.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/texture_storage.h"
namespace RendererRD {
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
DEFAULT_RD_TEXTURE_BLACK,
DEFAULT_RD_TEXTURE_NORMAL,
DEFAULT_RD_TEXTURE_ANISO,
DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_MAX
};
class Texture {
public:
enum Type {
TYPE_2D,
TYPE_LAYERED,
TYPE_3D
};
Type type;
RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
RenderingDevice::TextureType rd_type;
RID rd_texture;
RID rd_texture_srgb;
RenderingDevice::DataFormat rd_format;
RenderingDevice::DataFormat rd_format_srgb;
RD::TextureView rd_view;
Image::Format format;
Image::Format validated_format;
int width;
int height;
int depth;
int layers;
int mipmaps;
int height_2d;
int width_2d;
struct BufferSlice3D {
Size2i size;
uint32_t offset = 0;
uint32_t buffer_size = 0;
};
Vector<BufferSlice3D> buffer_slices_3d;
uint32_t buffer_size_3d = 0;
bool is_render_target;
bool is_proxy;
Ref<Image> image_cache_2d;
String path;
RID proxy_to;
Vector<RID> proxies;
Set<RID> lightmap_users;
RS::TextureDetectCallback detect_3d_callback = nullptr;
void *detect_3d_callback_ud = nullptr;
RS::TextureDetectCallback detect_normal_callback = nullptr;
void *detect_normal_callback_ud = nullptr;
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
CanvasTexture *canvas_texture = nullptr;
void cleanup();
};
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
//textures can be created from threads, so this RID_Owner is thread safe
mutable RID_Owner<Texture, true> texture_owner;
struct TextureToRDFormat {
RD::DataFormat format;
RD::DataFormat format_srgb;
RD::TextureSwizzle swizzle_r;
RD::TextureSwizzle swizzle_g;
RD::TextureSwizzle swizzle_b;
RD::TextureSwizzle swizzle_a;
TextureToRDFormat() {
format = RD::DATA_FORMAT_MAX;
format_srgb = RD::DATA_FORMAT_MAX;
swizzle_r = RD::TEXTURE_SWIZZLE_R;
swizzle_g = RD::TEXTURE_SWIZZLE_G;
swizzle_b = RD::TEXTURE_SWIZZLE_B;
swizzle_a = RD::TEXTURE_SWIZZLE_A;
}
};
Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0, bool p_immediate = false);
public:
static TextureStorage *get_singleton();
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
return default_rd_textures[p_texture];
}
TextureStorage();
virtual ~TextureStorage();
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
virtual bool can_create_resources_async() const override;
virtual RID texture_allocate() override;
virtual void texture_free(RID p_rid) override;
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override;
virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override;
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
virtual void texture_3d_placeholder_initialize(RID p_texture) override;
virtual Ref<Image> texture_2d_get(RID p_texture) const override;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override;
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override;
virtual void texture_replace(RID p_texture, RID p_by_texture) override;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
virtual void texture_set_path(RID p_texture, const String &p_path) override;
virtual String texture_get_path(RID p_texture) const override;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
//internal usage
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
if (p_texture.is_null()) {
return RID();
}
RendererRD::Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return RID();
}
return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
}
_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
if (p_texture.is_null()) {
return Size2i();
}
RendererRD::Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return Size2i();
}
return Size2i(tex->width_2d, tex->height_2d);
}
};
} // namespace RendererRD
#endif // !_TEXTURE_STORAGE_RD_H

View file

@ -121,59 +121,6 @@ public:
Set<Dependency *> dependencies;
};
virtual bool can_create_resources_async() const = 0;
/* TEXTURE API */
virtual RID texture_allocate() = 0;
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) = 0;
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) = 0;
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) = 0;
virtual void texture_3d_placeholder_initialize(RID p_texture) = 0;
virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) = 0;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
/* CANVAS TEXTURE API */
virtual RID canvas_texture_allocate() = 0;
virtual void canvas_texture_initialize(RID p_rid) = 0;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
/* SHADER API */
virtual RID shader_allocate() = 0;
@ -397,6 +344,9 @@ public:
virtual AABB decal_get_aabb(RID p_decal) const = 0;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
/* VOXEL GI API */
virtual RID voxel_gi_allocate() = 0;

View file

@ -293,7 +293,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
RendererCanvasRender::Light *cl = F->get();
if (cl->enabled && cl->texture.is_valid()) {
//not super efficient..
Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
tsize *= cl->scale;
Vector2 offset = tsize / 2.0;

View file

@ -398,6 +398,8 @@ RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
RendererSceneCull *sr = memnew(RendererSceneCull);
RSG::scene = sr;
RSG::rasterizer = RendererCompositor::create();
RSG::canvas_texture_storage = RSG::rasterizer->get_canvas_texture_storage();
RSG::texture_storage = RSG::rasterizer->get_texture_storage();
RSG::storage = RSG::rasterizer->get_storage();
RSG::canvas_render = RSG::rasterizer->get_canvas();
sr->set_scene_render(RSG::rasterizer->get_scene());

View file

@ -126,54 +126,53 @@ public:
#include "servers/server_wrap_mt_common.h"
//from now on, calls forwarded to this singleton
#define ServerName RendererStorage
#define server_name RSG::storage
/* TEXTURE API */
#define FUNCRIDTEX0(m_type) \
virtual RID m_type##_create() override { \
RID ret = RSG::storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
RSG::storage->m_type##_initialize(ret); \
} else { \
command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret); \
} \
return ret; \
#define ServerName RendererTextureStorage
#define server_name RSG::texture_storage
#define FUNCRIDTEX0(m_type) \
virtual RID m_type##_create() override { \
RID ret = RSG::texture_storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
RSG::texture_storage->m_type##_initialize(ret); \
} else { \
command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret); \
} \
return ret; \
}
#define FUNCRIDTEX1(m_type, m_type1) \
virtual RID m_type##_create(m_type1 p1) override { \
RID ret = RSG::storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
RSG::storage->m_type##_initialize(ret, p1); \
} else { \
command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1); \
} \
return ret; \
#define FUNCRIDTEX1(m_type, m_type1) \
virtual RID m_type##_create(m_type1 p1) override { \
RID ret = RSG::texture_storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
RSG::texture_storage->m_type##_initialize(ret, p1); \
} else { \
command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1); \
} \
return ret; \
}
#define FUNCRIDTEX2(m_type, m_type1, m_type2) \
virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
RID ret = RSG::storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
RSG::storage->m_type##_initialize(ret, p1, p2); \
} else { \
command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2); \
} \
return ret; \
#define FUNCRIDTEX2(m_type, m_type1, m_type2) \
virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
RID ret = RSG::texture_storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
RSG::texture_storage->m_type##_initialize(ret, p1, p2); \
} else { \
command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2); \
} \
return ret; \
}
#define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
RID ret = RSG::storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
RSG::storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
} else { \
command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
} \
return ret; \
#define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
RID ret = RSG::texture_storage->texture_allocate(); \
if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
RSG::texture_storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
} else { \
command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
} \
return ret; \
}
//these go pass-through, as they can be called from any thread
@ -214,6 +213,13 @@ public:
FUNC2(texture_set_force_redraw_if_visible, RID, bool)
//from now on, calls forwarded to this singleton
#undef ServerName
#undef server_name
#define ServerName RendererStorage
#define server_name RSG::storage
/* SHADER API */
FUNCRIDSPLIT(shader)
@ -246,7 +252,9 @@ public:
virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
RID mesh = RSG::storage->mesh_allocate();
if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) {
// TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!!
if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) {
if (Thread::get_caller_id() == server_thread) {
command_queue.flush_if_pending();
}

View file

@ -32,6 +32,8 @@
bool RenderingServerGlobals::threaded = false;
RendererCanvasTextureStorage *RenderingServerGlobals::canvas_texture_storage = nullptr;
RendererTextureStorage *RenderingServerGlobals::texture_storage = nullptr;
RendererStorage *RenderingServerGlobals::storage = nullptr;
RendererCanvasRender *RenderingServerGlobals::canvas_render = nullptr;
RendererCompositor *RenderingServerGlobals::rasterizer = nullptr;

View file

@ -34,6 +34,8 @@
#include "servers/rendering/renderer_canvas_cull.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
#include "servers/rendering/storage/texture_storage.h"
class RendererCanvasCull;
class RendererViewport;
@ -43,6 +45,8 @@ class RenderingServerGlobals {
public:
static bool threaded;
static RendererCanvasTextureStorage *canvas_texture_storage;
static RendererTextureStorage *texture_storage;
static RendererStorage *storage;
static RendererCanvasRender *canvas_render;
static RendererCompositor *rasterizer;

View file

@ -0,0 +1,5 @@
#!/usr/bin/env python
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")

View file

@ -0,0 +1,51 @@
/*************************************************************************/
/* canvas_texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CANVAS_TEXTURE_STORAGE_H
#define CANVAS_TEXTURE_STORAGE_H
#include "servers/rendering_server.h"
class RendererCanvasTextureStorage {
public:
virtual ~RendererCanvasTextureStorage(){};
virtual RID canvas_texture_allocate() = 0;
virtual void canvas_texture_initialize(RID p_rid) = 0;
virtual void canvas_texture_free(RID p_rid) = 0;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
};
#endif // !CANVAS_TEXTURE_STORAGE_H

View file

@ -0,0 +1,80 @@
/*************************************************************************/
/* texture_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEXTURE_STORAGE_H
#define TEXTURE_STORAGE_H
#include "servers/rendering_server.h"
class RendererTextureStorage {
public:
virtual bool can_create_resources_async() const = 0;
virtual ~RendererTextureStorage(){};
virtual RID texture_allocate() = 0;
virtual void texture_free(RID p_rid) = 0;
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) = 0;
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) = 0;
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) = 0;
virtual void texture_3d_placeholder_initialize(RID p_texture) = 0;
virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) = 0;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
};
#endif // !TEXTURE_STORAGE_H