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Incorporating the availability of screen and depth textures for the GLES3 backend
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c7aadab155
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@ -1994,6 +1994,28 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
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}
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if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
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texture_storage->copy_scene_to_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rt->backbuffer_fbo);
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if (scene_state.used_screen_texture) {
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glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
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0, 0, rt->size.x, rt->size.y,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
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glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
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}
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if (scene_state.used_depth_texture) {
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glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
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0, 0, rt->size.x, rt->size.y,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
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glBindTexture(GL_TEXTURE_2D, rt->backbuffer_depth);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
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}
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RENDER_TIMESTAMP("Render 3D Transparent Pass");
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glEnable(GL_BLEND);
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@ -1780,7 +1780,64 @@ void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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void GLES3::TextureStorage::copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
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if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) {
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return;
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}
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Config *config = Config::get_singleton();
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bool use_multiview = rt->view_count > 1 && config->multiview_supported;
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GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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if (rt->backbuffer_fbo == 0) {
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glGenFramebuffers(1, &rt->backbuffer_fbo);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
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if (rt->backbuffer == 0 && uses_screen_texture) {
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glGenTextures(1, &rt->backbuffer);
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glBindTexture(texture_target, rt->backbuffer);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
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} else {
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glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->backbuffer, 0, 0, rt->view_count);
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} else {
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#else
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{
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#endif
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
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}
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}
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if (rt->backbuffer_depth == 0 && uses_depth_texture) {
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glGenTextures(1, &rt->backbuffer_depth);
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glBindTexture(texture_target, rt->backbuffer_depth);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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} else {
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glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->backbuffer_depth, 0, 0, rt->view_count);
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} else {
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#else
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{
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#endif
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->backbuffer_depth, 0);
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}
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}
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}
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void TextureStorage::_clear_render_target(RenderTarget *rt) {
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// there is nothing to clear when DIRECT_TO_SCREEN is used
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if (rt->direct_to_screen) {
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@ -1846,6 +1903,10 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
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rt->backbuffer = 0;
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rt->backbuffer_fbo = 0;
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}
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if (rt->backbuffer_depth != 0) {
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glDeleteTextures(1, &rt->backbuffer_depth);
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rt->backbuffer_depth = 0;
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}
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_render_target_clear_sdf(rt);
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}
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@ -345,6 +345,7 @@ struct RenderTarget {
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GLuint depth = 0;
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GLuint backbuffer_fbo = 0;
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GLuint backbuffer = 0;
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GLuint backbuffer_depth = 0;
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GLuint color_internal_format = GL_RGBA8;
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GLuint color_format = GL_RGBA;
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@ -604,6 +605,8 @@ public:
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RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
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bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
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void copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture);
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virtual RID render_target_create() override;
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virtual void render_target_free(RID p_rid) override;
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