diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3fc9e94427ec..0e82bc1497b0 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2778,9 +2778,11 @@
If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
+ [b]Note:[/b] Only works on compatibility renderer.
Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
+ [b]Note:[/b] Only works on compatibility renderer.
Specify the default reference space.
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f4fdb5553b0a..cbdd13af3e86 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2238,9 +2238,7 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_
bool fb_cleared = false;
- Size2i screen_size;
- screen_size.x = rb->width;
- screen_size.y = rb->height;
+ Size2i screen_size = rb->internal_size;
bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
@@ -2360,8 +2358,10 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_
}
}
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- glViewport(0, 0, rb->width, rb->height);
+ GLuint fbo = rb->get_render_fbo();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glViewport(0, 0, rb->internal_size.x, rb->internal_size.y);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
@@ -2463,25 +2463,48 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_
}
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
- texture_storage->copy_scene_to_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rt->backbuffer_fbo);
- if (scene_state.used_screen_texture) {
- glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
- 0, 0, rt->size.x, rt->size.y,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
- glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
- }
- if (scene_state.used_depth_texture) {
- glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
- 0, 0, rt->size.x, rt->size.y,
- GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D, rt->backbuffer_depth);
- }
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ Size2i size;
+ GLuint backbuffer_fbo = 0;
+ GLuint backbuffer = 0;
+ GLuint backbuffer_depth = 0;
+
+ if (rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_OFF) {
+ texture_storage->check_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture); // note, badly names, this just allocates!
+
+ size = rt->size;
+ backbuffer_fbo = rt->backbuffer_fbo;
+ backbuffer = rt->backbuffer;
+ backbuffer_depth = rt->backbuffer_depth;
+ } else {
+ rb->check_backbuffer(scene_state.used_screen_texture, scene_state.used_depth_texture);
+ size = rb->get_internal_size();
+ backbuffer_fbo = rb->get_backbuffer_fbo();
+ backbuffer = rb->get_backbuffer();
+ backbuffer_depth = rb->get_backbuffer_depth();
+ }
+
+ if (backbuffer_fbo != 0) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backbuffer_fbo);
+ if (scene_state.used_screen_texture) {
+ glBlitFramebuffer(0, 0, size.x, size.y,
+ 0, 0, size.x, size.y,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, backbuffer);
+ }
+ if (scene_state.used_depth_texture) {
+ glBlitFramebuffer(0, 0, size.x, size.y,
+ 0, 0, size.x, size.y,
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_2D, backbuffer_depth);
+ }
+ }
+
+ // Bound framebuffer may have changed, so change it back
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
RENDER_TIMESTAMP("Render 3D Transparent Pass");
@@ -2498,14 +2521,110 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_
}
if (rb.is_valid()) {
- _render_buffers_debug_draw(rb, p_shadow_atlas);
+ _render_buffers_debug_draw(rb, p_shadow_atlas, fbo);
}
glDisable(GL_BLEND);
+
+ _render_post_processing(&render_data);
+
texture_storage->render_target_disable_clear_request(rb->render_target);
glActiveTexture(GL_TEXTURE0);
}
+void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_render_data) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ Ref rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
+
+ RID render_target = rb->get_render_target();
+ Size2i internal_size = rb->get_internal_size();
+ Size2i target_size = rb->get_target_size();
+ uint32_t view_count = rb->get_view_count();
+
+ // bool msaa2d_needs_resolve = texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED && !GLES3::Config::get_singleton()->rt_msaa_supported;
+ bool msaa3d_needs_resolve = rb->get_msaa_needs_resolve();
+ GLuint fbo_msaa_3d = rb->get_msaa3d_fbo();
+ GLuint fbo_int = rb->get_internal_fbo();
+ GLuint fbo_rt = texture_storage->render_target_get_fbo(render_target); // TODO if MSAA 2D is enabled and we're not using rt_msaa, get 2D render target here.
+
+ if (view_count == 1) {
+ // Resolve if needed.
+ if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+ // We can use blit to copy things over
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_msaa_3d);
+
+ if (fbo_int != 0) {
+ // We can't combine resolve and scaling, so resolve into our internal buffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_int);
+ } else {
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+ }
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ if (fbo_int != 0) {
+ // TODO If we have glow or other post processing, we upscale only depth here, post processing will also do scaling.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+ } else if ((fbo_msaa_3d != 0 && msaa3d_needs_resolve) || (fbo_int != 0)) {
+ // TODO investigate if it's smarter to cache these FBOs
+ GLuint fbos[2]; // read and write
+ glGenFramebuffers(2, fbos);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+
+ if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+ GLuint read_color = rb->get_msaa3d_color();
+ GLuint read_depth = rb->get_msaa3d_depth();
+ GLuint write_color = 0;
+ GLuint write_depth = 0;
+
+ if (fbo_int != 0) {
+ write_color = rb->get_internal_color();
+ write_depth = rb->get_internal_depth();
+ } else {
+ write_color = texture_storage->render_target_get_color(render_target);
+ write_depth = texture_storage->render_target_get_depth(render_target);
+ }
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ if (fbo_int != 0) {
+ GLuint read_color = rb->get_internal_color();
+ GLuint read_depth = rb->get_internal_depth();
+ GLuint write_color = texture_storage->render_target_get_color(render_target);
+ GLuint write_depth = texture_storage->render_target_get_depth(render_target);
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+ glDeleteFramebuffers(2, fbos);
+ }
+}
+
template
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
@@ -3125,7 +3244,7 @@ Ref RasterizerSceneGLES3::render_buffers_create() {
return rb;
}
-void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref p_render_buffers, RID p_shadow_atlas) {
+void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref p_render_buffers, RID p_shadow_atlas, GLuint p_fbo) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
@@ -3202,8 +3321,11 @@ void RasterizerSceneGLES3::_render_buffers_debug_draw(Reffbo);
- glViewport(0, 0, rt->size.width, rt->size.height);
+
+ // Set back to FBO
+ glBindFramebuffer(GL_FRAMEBUFFER, p_fbo);
+ Size2i size = p_render_buffers->get_internal_size();
+ glViewport(0, 0, size.width, size.height);
glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 7d3c8896dad2..beb597ff9988 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -518,6 +518,7 @@ class RasterizerSceneGLES3 : public RendererSceneRender {
void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1));
+ void _render_post_processing(const RenderDataGLES3 *p_render_data);
template
_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
@@ -530,7 +531,7 @@ class RasterizerSceneGLES3 : public RendererSceneRender {
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
- void _render_buffers_debug_draw(Ref p_render_buffers, RID p_shadow_atlas);
+ void _render_buffers_debug_draw(Ref p_render_buffers, RID p_shadow_atlas, GLuint p_fbo);
/* Camera Attributes */
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 4bf6165fe91c..1200bf9626bf 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -92,14 +92,49 @@ Config::Config() {
anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
}
+ glGetIntegerv(GL_MAX_SAMPLES, &msaa_max_samples);
+#ifdef WEB_ENABLED
+ msaa_supported = (msaa_max_samples > 0);
+#else
+ msaa_supported = extensions.has("GL_EXT_framebuffer_multisample");
+#endif
+#ifndef IOS_ENABLED
+ msaa_multiview_supported = extensions.has("GL_EXT_multiview_texture_multisample");
multiview_supported = extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
+#endif
+
#ifdef ANDROID_ENABLED
+ // These are GLES only
+ rt_msaa_supported = extensions.has("GL_EXT_multisampled_render_to_texture");
+ rt_msaa_multiview_supported = extensions.has("GL_OVR_multiview_multisampled_render_to_texture");
+
if (multiview_supported) {
eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
if (eglFramebufferTextureMultiviewOVR == nullptr) {
multiview_supported = false;
}
}
+
+ if (msaa_multiview_supported) {
+ eglTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)eglGetProcAddress("glTexStorage3DMultisample");
+ if (eglTexStorage3DMultisample == nullptr) {
+ msaa_multiview_supported = false;
+ }
+ }
+
+ if (rt_msaa_supported) {
+ eglFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress("glFramebufferTexture2DMultisampleEXT");
+ if (eglFramebufferTexture2DMultisampleEXT == nullptr) {
+ rt_msaa_supported = false;
+ }
+ }
+
+ if (rt_msaa_multiview_supported) {
+ eglFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultisampleMultiviewOVR");
+ if (eglFramebufferTextureMultisampleMultiviewOVR == nullptr) {
+ rt_msaa_multiview_supported = false;
+ }
+ }
#endif
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index b2dd98f02584..2ad13331adcd 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -42,6 +42,9 @@
#ifdef ANDROID_ENABLED
typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLint, GLsizei);
+typedef void (*PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean);
+typedef void (*PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)(GLenum, GLenum, GLenum, GLuint, GLint, GLsizei);
+typedef void (*PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)(GLenum, GLenum, GLuint, GLint, GLsizei, GLint, GLsizei);
#endif
namespace GLES3 {
@@ -82,9 +85,18 @@ class Config {
bool support_anisotropic_filter = false;
float anisotropic_level = 0.0f;
+ GLint msaa_max_samples = 0;
+ bool msaa_supported = false;
+ bool msaa_multiview_supported = false;
+ bool rt_msaa_supported = false;
+ bool rt_msaa_multiview_supported = false;
bool multiview_supported = false;
+
#ifdef ANDROID_ENABLED
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
+ PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;
+ PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC eglFramebufferTexture2DMultisampleEXT = nullptr;
+ PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC eglFramebufferTextureMultisampleMultiviewOVR = nullptr;
#endif
static Config *get_singleton() { return singleton; };
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 1bfd86fb42dc..13ab05c0a080 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -3000,10 +3000,6 @@ void SceneShaderData::set_code(const String &p_code) {
WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend.");
}
- if (uses_depth_texture) {
- WARN_PRINT_ONCE_ED("Reading from the depth texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
- }
-
if (uses_normal_texture) {
WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends.");
}
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
index 829574cae04a..33bc9ab2602d 100644
--- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp
+++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
@@ -31,30 +31,508 @@
#ifdef GLES3_ENABLED
#include "render_scene_buffers_gles3.h"
+#include "config.h"
#include "texture_storage.h"
+#include "utilities.h"
+
+#ifdef ANDROID_ENABLED
+#define glFramebufferTextureMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultiviewOVR
+#define glTexStorage3DMultisample GLES3::Config::get_singleton()->eglTexStorage3DMultisample
+#define glFramebufferTexture2DMultisampleEXT GLES3::Config::get_singleton()->eglFramebufferTexture2DMultisampleEXT
+#define glFramebufferTextureMultisampleMultiviewOVR GLES3::Config::get_singleton()->eglFramebufferTextureMultisampleMultiviewOVR
+#endif // ANDROID_ENABLED
+
+// Will only be defined if GLES 3.2 headers are included
+#ifndef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#endif
RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
free_render_buffer_data();
}
+GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
+ FBDEF new_fbo;
+
+#ifdef ANDROID_ENABLED
+ // There shouldn't be more then 3 entries in this...
+ for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
+ if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
+ return cached_fbo.fbo;
+ }
+ }
+
+ new_fbo.color = p_color;
+ new_fbo.depth = p_depth;
+
+ glGenFramebuffers(1, &new_fbo.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
+
+ if (p_view_count > 1) {
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
+ } else {
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+
+ glDeleteFramebuffers(1, &new_fbo.fbo);
+
+ new_fbo.fbo = 0;
+ } else {
+ // cache it!
+ msaa3d.cached_fbos.push_back(new_fbo);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+ return new_fbo.fbo;
+}
+
void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
- //internal_size.x = p_config->get_internal_size().x; // ignore for now
- //internal_size.y = p_config->get_internal_size().y;
- width = p_config->get_target_size().x;
- height = p_config->get_target_size().y;
- //scaling_3d_mode = p_config->get_scaling_3d_mode()
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ free_render_buffer_data();
+
+ internal_size = p_config->get_internal_size();
+ target_size = p_config->get_target_size();
+ scaling_3d_mode = p_config->get_scaling_3d_mode();
//fsr_sharpness = p_config->get_fsr_sharpness();
//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
render_target = p_config->get_render_target();
- //msaa = p_config->get_msaa_3d();
+ msaa3d.mode = p_config->get_msaa_3d();
//screen_space_aa = p_config->get_screen_space_aa();
//use_debanding = p_config->get_use_debanding();
- view_count = p_config->get_view_count();
+ view_count = config->multiview_supported ? p_config->get_view_count() : 1;
- free_render_buffer_data();
+ ERR_FAIL_COND(view_count == 0);
+ bool use_multiview = view_count > 1;
+
+ // Check our scaling mode
+ if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size.x == 0 && internal_size.y == 0) {
+ // Disable, no size set.
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
+ } else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && internal_size == target_size) {
+ // If size matches, we won't use scaling.
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
+ } else if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR) {
+ // We only support bilinear scaling atm.
+ WARN_PRINT_ONCE("GLES only supports bilinear scaling.");
+ scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
+ }
+
+ bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF; // TODO also need this if doing post processing like glow
+ if (use_internal_buffer) {
+ // Setup our internal buffer.
+ bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+ GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+ GLuint color_format = GL_RGBA;
+ GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+
+ GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+
+ // Create our color buffer.
+ glGenTextures(1, &internal3d.color);
+ glBindTexture(texture_target, internal3d.color);
+
+ if (use_multiview) {
+ glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
+ } else {
+ glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
+ }
+
+ glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.color, internal_size.x * internal_size.y * view_count * 4, "3D color texture");
+
+ // Create our depth buffer.
+ glGenTextures(1, &internal3d.depth);
+ glBindTexture(texture_target, internal3d.depth);
+
+ if (use_multiview) {
+ glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+ } else {
+ glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+ }
+
+ glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(internal3d.depth, internal_size.x * internal_size.y * view_count * 3, "3D depth texture");
+
+ // Create our internal 3D FBO.
+ // Note that if MSAA is used and our rt_msaa_* extensions are available, this is only used for blitting and effects.
+ glGenFramebuffers(1, &internal3d.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, internal3d.fbo);
+
+#ifndef IOS_ENABLED
+ if (use_multiview) {
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
+ } else {
+#else
+ {
+#endif
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, internal3d.color, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_intermediate_buffers();
+ WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
+ }
+
+ glBindTexture(texture_target, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ // Check if we support MSAA.
+ if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && internal_size.x == 0 && internal_size.y == 0) {
+ // Disable, no size set.
+ msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+ } else if (!use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_supported && !config->rt_msaa_supported) {
+ WARN_PRINT_ONCE("MSAA is not supported on this device.");
+ msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+ } else if (use_multiview && msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && !config->msaa_multiview_supported && !config->rt_msaa_multiview_supported) {
+ WARN_PRINT_ONCE("Multiview MSAA is not supported on this device.");
+ msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+ }
+
+ if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
+ // Setup MSAA.
+ const GLsizei samples[] = { 1, 2, 4, 8 };
+ msaa3d.samples = samples[msaa3d.mode];
+
+ // Constrain by limits of OpenGL driver.
+ if (msaa3d.samples > config->msaa_max_samples) {
+ msaa3d.samples = config->msaa_max_samples;
+ }
+
+ if (!use_multiview && !config->rt_msaa_supported) {
+ // Render to texture extensions not supported? fall back to MSAA framebuffer through GL_EXT_framebuffer_multisample.
+ // Note, if 2D MSAA matches 3D MSAA and we're not scaling, it would be ideal if we reuse our 2D MSAA buffer here.
+ // We can't however because we don't trigger a change in configuration if 2D MSAA changes.
+ // We'll accept the overhead in this situation.
+
+ msaa3d.needs_resolve = true;
+ msaa3d.check_fbo_cache = false;
+
+ bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+ GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+
+ // Create our color buffer.
+ glGenRenderbuffers(1, &msaa3d.color);
+ glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.color);
+
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y);
+ GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color render buffer");
+
+ // Create our depth buffer.
+ glGenRenderbuffers(1, &msaa3d.depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
+
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
+ GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * 3 * msaa3d.samples, "MSAA 3D depth render buffer");
+
+ // Create our MSAA 3D FBO.
+ glGenFramebuffers(1, &msaa3d.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_msaa3d_buffers();
+ WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#if !defined(IOS_ENABLED) && !defined(WEB_ENABLED)
+ } else if (use_multiview && !config->rt_msaa_multiview_supported) {
+ // Render to texture extensions not supported? fall back to MSAA textures through GL_EXT_multiview_texture_multisample.
+ msaa3d.needs_resolve = true;
+ msaa3d.check_fbo_cache = false;
+
+ bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+ GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+
+ // Create our color buffer.
+ glGenTextures(1, &msaa3d.color);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.color);
+
+#ifdef ANDROID_ENABLED
+ glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#else
+ glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, color_internal_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#endif
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.color, internal_size.x * internal_size.y * view_count * 4 * msaa3d.samples, "MSAA 3D color texture");
+
+ // Create our depth buffer.
+ glGenTextures(1, &msaa3d.depth);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
+
+#ifdef ANDROID_ENABLED
+ glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#else
+ glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
+#endif
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * msaa3d.samples, "MSAA 3D depth texture");
+
+ // Create our MSAA 3D FBO.
+ glGenFramebuffers(1, &msaa3d.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
+
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_msaa3d_buffers();
+ WARN_PRINT("Could not create 3D MSAA buffers, status: " + texture_storage->get_framebuffer_error(status));
+ }
+
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED) // Only supported on OpenGLES!
+ } else if (!use_internal_buffer) {
+ // We are going to render directly into our render target textures,
+ // these can change from frame to frame as we cycle through swapchains,
+ // hence we'll use our FBO cache here.
+ msaa3d.needs_resolve = false;
+ msaa3d.check_fbo_cache = true;
+#endif
+#ifdef ANDROID_ENABLED
+ } else if (use_internal_buffer) {
+ // We can combine MSAA and scaling/effects.
+ msaa3d.needs_resolve = false;
+ msaa3d.check_fbo_cache = false;
+
+ // We render to our internal textures, MSAA is only done in tile memory only.
+ // On mobile this means MSAA never leaves tile memory = efficiency!
+ glGenFramebuffers(1, &msaa3d.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
+
+ if (use_multiview) {
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, msaa3d.samples, 0, view_count);
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, msaa3d.samples, 0, view_count);
+ } else {
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, internal3d.color, 0, msaa3d.samples);
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, internal3d.depth, 0, msaa3d.samples);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_msaa3d_buffers();
+ WARN_PRINT("Could not create 3D MSAA framebuffer, status: " + texture_storage->get_framebuffer_error(status));
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+ } else {
+ // HUH? how did we get here?
+ WARN_PRINT_ONCE("MSAA is not supported on this device.");
+ msaa3d.mode = RS::VIEWPORT_MSAA_DISABLED;
+ msaa3d.samples = 1;
+ msaa3d.check_fbo_cache = false;
+ }
+ } else {
+ msaa3d.samples = 1;
+ msaa3d.check_fbo_cache = false;
+ }
+}
+
+void RenderSceneBuffersGLES3::_clear_msaa3d_buffers() {
+ for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
+ GLuint fbo = cached_fbo.fbo;
+ glDeleteFramebuffers(1, &fbo);
+ }
+ msaa3d.cached_fbos.clear();
+
+ if (msaa3d.fbo) {
+ glDeleteFramebuffers(1, &msaa3d.fbo);
+ msaa3d.fbo = 0;
+ }
+
+ if (msaa3d.color != 0) {
+ if (view_count == 1) {
+ GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.color);
+ } else {
+ GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.color);
+ }
+ msaa3d.color = 0;
+ }
+
+ if (msaa3d.depth != 0) {
+ if (view_count == 1) {
+ GLES3::Utilities::get_singleton()->render_buffer_free_data(msaa3d.depth);
+ } else {
+ GLES3::Utilities::get_singleton()->texture_free_data(msaa3d.depth);
+ }
+ msaa3d.depth = 0;
+ }
+}
+
+void RenderSceneBuffersGLES3::_clear_intermediate_buffers() {
+ if (internal3d.fbo) {
+ glDeleteFramebuffers(1, &internal3d.fbo);
+ internal3d.fbo = 0;
+ }
+
+ if (internal3d.color != 0) {
+ GLES3::Utilities::get_singleton()->texture_free_data(internal3d.color);
+ internal3d.color = 0;
+ }
+
+ if (internal3d.depth != 0) {
+ GLES3::Utilities::get_singleton()->texture_free_data(internal3d.depth);
+ internal3d.depth = 0;
+ }
+}
+
+void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_depth) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ // Setup our back buffer
+
+ if (backbuffer3d.fbo == 0) {
+ glGenFramebuffers(1, &backbuffer3d.fbo);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, backbuffer3d.fbo);
+
+ bool is_transparent = texture_storage->render_target_get_transparent(render_target);
+ GLuint color_internal_format = is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+ GLuint color_format = GL_RGBA;
+ GLuint color_type = is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+
+ bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
+ GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+
+ if (backbuffer3d.color == 0 && p_need_color) {
+ glGenTextures(1, &backbuffer3d.color);
+ glBindTexture(texture_target, backbuffer3d.color);
+
+ if (use_multiview) {
+ glTexImage3D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, view_count, 0, color_format, color_type, nullptr);
+ } else {
+ glTexImage2D(texture_target, 0, color_internal_format, internal_size.x, internal_size.y, 0, color_format, color_type, nullptr);
+ }
+
+ glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(backbuffer3d.color, internal_size.x * internal_size.y * view_count * 4, "3D Back buffer color texture");
+
+#ifndef IOS_ENABLED
+ if (use_multiview) {
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer3d.color, 0, 0, view_count);
+ } else {
+#else
+ {
+#endif
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, backbuffer3d.color, 0);
+ }
+ }
+
+ if (backbuffer3d.depth == 0 && p_need_depth) {
+ glGenTextures(1, &backbuffer3d.depth);
+ glBindTexture(texture_target, backbuffer3d.depth);
+
+ if (use_multiview) {
+ glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+ } else {
+ glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+ }
+
+ glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(backbuffer3d.depth, internal_size.x * internal_size.y * view_count * 3, "3D back buffer depth texture");
+
+#ifndef IOS_ENABLED
+ if (use_multiview) {
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, backbuffer3d.depth, 0, 0, view_count);
+ } else {
+#else
+ {
+#endif
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, backbuffer3d.depth, 0);
+ }
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_back_buffers();
+ WARN_PRINT("Could not create 3D back buffers, status: " + texture_storage->get_framebuffer_error(status));
+ }
+
+ glBindTexture(texture_target, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void RenderSceneBuffersGLES3::_clear_back_buffers() {
+ if (backbuffer3d.fbo) {
+ glDeleteFramebuffers(1, &backbuffer3d.fbo);
+ backbuffer3d.fbo = 0;
+ }
+
+ if (backbuffer3d.color != 0) {
+ GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.color);
+ backbuffer3d.color = 0;
+ }
+
+ if (backbuffer3d.depth != 0) {
+ GLES3::Utilities::get_singleton()->texture_free_data(backbuffer3d.depth);
+ backbuffer3d.depth = 0;
+ }
}
void RenderSceneBuffersGLES3::free_render_buffer_data() {
+ _clear_msaa3d_buffers();
+ _clear_intermediate_buffers();
+ _clear_back_buffers();
+}
+
+GLuint RenderSceneBuffersGLES3::get_render_fbo() {
+ if (msaa3d.check_fbo_cache) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ GLuint color = texture_storage->render_target_get_color(render_target);
+ GLuint depth = texture_storage->render_target_get_depth(render_target);
+
+ return _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
+ } else if (msaa3d.fbo != 0) {
+ // We have an MSAA fbo, render to our MSAA buffer
+ return msaa3d.fbo;
+ } else if (internal3d.fbo != 0) {
+ // We have an internal buffer, render to our internal buffer!
+ return internal3d.fbo;
+ } else {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ return texture_storage->render_target_get_fbo(render_target);
+ }
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.h b/drivers/gles3/storage/render_scene_buffers_gles3.h
index 543e1aeb152b..95097f54d880 100644
--- a/drivers/gles3/storage/render_scene_buffers_gles3.h
+++ b/drivers/gles3/storage/render_scene_buffers_gles3.h
@@ -41,21 +41,40 @@ class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
public:
- // Original implementation, need to investigate which ones we'll keep like this and what we'll change...
-
- int internal_width = 0;
- int internal_height = 0;
- int width = 0;
- int height = 0;
+ Size2i internal_size; // Size of the buffer we render 3D content to.
+ Size2i target_size; // Size of our output buffer (render target).
+ RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
//float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ //bool use_taa = false;
//bool use_debanding = false;
uint32_t view_count = 1;
RID render_target;
- //built-in textures used for ping pong image processing and blurring
+ struct FBDEF {
+ GLuint color = 0;
+ GLuint depth = 0;
+ GLuint fbo = 0;
+ };
+
+ struct RTMSAA3D {
+ RS::ViewportMSAA mode = RS::VIEWPORT_MSAA_DISABLED;
+ bool needs_resolve = false;
+ GLsizei samples = 1;
+ GLuint color = 0;
+ GLuint depth = 0;
+ GLuint fbo = 0;
+
+ bool check_fbo_cache = false;
+ Vector cached_fbos;
+ } msaa3d; // MSAA buffers used to render 3D
+
+ FBDEF internal3d; // buffers used to either render 3D (scaled/post) or to resolve MSAA into
+
+ FBDEF backbuffer3d; // our back buffer
+
+ // Built-in textures used for ping pong image processing and blurring.
struct Blur {
RID texture;
@@ -72,6 +91,12 @@ class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
Blur blur[2]; //the second one starts from the first mipmap
private:
+ void _clear_msaa3d_buffers();
+ void _clear_intermediate_buffers();
+ void _clear_back_buffers();
+
+ GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
+
public:
virtual ~RenderSceneBuffersGLES3();
virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
@@ -81,6 +106,33 @@ class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
virtual void set_use_debanding(bool p_use_debanding) override{};
void free_render_buffer_data();
+
+ void check_backbuffer(bool p_need_color, bool p_need_depth); // check if we need to initialise our backbuffer
+
+ GLuint get_render_fbo();
+ GLuint get_msaa3d_fbo() const { return msaa3d.fbo; }
+ GLuint get_msaa3d_color() const { return msaa3d.color; }
+ GLuint get_msaa3d_depth() const { return msaa3d.depth; }
+ bool get_msaa_needs_resolve() const { return msaa3d.needs_resolve; }
+ GLuint get_internal_fbo() const { return internal3d.fbo; }
+ GLuint get_internal_color() const { return internal3d.color; }
+ GLuint get_internal_depth() const { return internal3d.depth; }
+ GLuint get_backbuffer_fbo() const { return backbuffer3d.fbo; }
+ GLuint get_backbuffer() const { return backbuffer3d.color; }
+ GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
+
+ // Getters
+
+ _FORCE_INLINE_ RID get_render_target() const { return render_target; }
+ _FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
+ _FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
+ _FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
+ _FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
+ //_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
+ _FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa3d.mode; }
+ //_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
+ //_FORCE_INLINE_ bool get_use_taa() const { return use_taa; }
+ //_FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; }
};
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index dec0a3f811f6..77dd15fa28d4 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1732,7 +1732,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
#else
{
#endif
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, rt->color, 0);
}
// depth
@@ -1765,7 +1765,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
#else
{
#endif
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -1874,7 +1874,7 @@ void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
-void GLES3::TextureStorage::copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
+void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) {
if (rt->backbuffer != 0 && rt->backbuffer_depth != 0) {
return;
}
@@ -1935,7 +1935,7 @@ void GLES3::TextureStorage::copy_scene_to_backbuffer(RenderTarget *rt, const boo
}
}
void TextureStorage::_clear_render_target(RenderTarget *rt) {
- // there is nothing to clear when DIRECT_TO_SCREEN is used
+ // there is nothing else to clear when DIRECT_TO_SCREEN is used
if (rt->direct_to_screen) {
return;
}
@@ -2229,6 +2229,7 @@ void TextureStorage::render_target_clear_used(RID p_render_target) {
void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
+ ERR_FAIL_COND(rt->direct_to_screen);
if (p_msaa == rt->msaa) {
return;
}
@@ -2284,6 +2285,41 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
+GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_NULL_V(rt, 0);
+
+ return rt->fbo;
+}
+
+GLuint TextureStorage::render_target_get_color(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_NULL_V(rt, 0);
+
+ if (rt->overridden.color.is_valid()) {
+ Texture *texture = get_texture(rt->overridden.color);
+ ERR_FAIL_NULL_V(texture, 0);
+
+ return texture->tex_id;
+ } else {
+ return rt->color;
+ }
+}
+
+GLuint TextureStorage::render_target_get_depth(RID p_render_target) const {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_NULL_V(rt, 0);
+
+ if (rt->overridden.depth.is_valid()) {
+ Texture *texture = get_texture(rt->overridden.depth);
+ ERR_FAIL_NULL_V(texture, 0);
+
+ return texture->tex_id;
+ } else {
+ return rt->depth;
+ }
+}
+
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL(rt);
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 27e358ec31c7..2ce719eb0871 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -484,7 +484,7 @@ class TextureStorage : public RendererTextureStorage {
/* Texture API */
- Texture *get_texture(RID p_rid) {
+ Texture *get_texture(RID p_rid) const {
Texture *texture = texture_owner.get_or_null(p_rid);
if (texture && texture->is_proxy) {
return texture_owner.get_or_null(texture->proxy_to);
@@ -602,7 +602,7 @@ class TextureStorage : public RendererTextureStorage {
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
- void copy_scene_to_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture);
+ void check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture);
virtual RID render_target_create() override;
virtual void render_target_free(RID p_rid) override;
@@ -636,6 +636,10 @@ class TextureStorage : public RendererTextureStorage {
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
+ GLuint render_target_get_fbo(RID p_render_target) const;
+ GLuint render_target_get_color(RID p_render_target) const;
+ GLuint render_target_get_depth(RID p_render_target) const;
+
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
GLuint render_target_get_sdf_texture(RID p_render_target);
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 72bcbe879c7a..c73ab5a56655 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -85,6 +85,21 @@ Utilities::~Utilities() {
}
}
+ if (render_buffer_mem_cache) {
+ uint32_t leaked_data_size = 0;
+ for (const KeyValue &E : render_buffer_allocs_cache) {
+#ifdef DEV_ENABLED
+ ERR_PRINT(E.value.name + ": leaked " + itos(E.value.size) + " bytes.");
+#else
+ ERR_PRINT("Render buffer with GL ID of " + itos(E.key) + ": leaked " + itos(E.value.size) + " bytes.");
+#endif
+ leaked_data_size += E.value.size;
+ }
+ if (leaked_data_size < render_buffer_mem_cache) {
+ ERR_PRINT("Render buffer cache is not empty. There may be an additional render buffer leak of " + itos(render_buffer_mem_cache - leaked_data_size) + " bytes.");
+ }
+ }
+
if (buffer_mem_cache) {
uint32_t leaked_data_size = 0;
@@ -362,11 +377,11 @@ void Utilities::update_memory_info() {
uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
- return texture_mem_cache;
+ return texture_mem_cache + render_buffer_mem_cache; // Add render buffer memory to our texture mem.
} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
return buffer_mem_cache;
} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
- return texture_mem_cache + buffer_mem_cache;
+ return texture_mem_cache + buffer_mem_cache + render_buffer_mem_cache;
}
return 0;
}
diff --git a/drivers/gles3/storage/utilities.h b/drivers/gles3/storage/utilities.h
index 76e4d510de1b..ea7bf4a4c29f 100644
--- a/drivers/gles3/storage/utilities.h
+++ b/drivers/gles3/storage/utilities.h
@@ -50,9 +50,11 @@ class Utilities : public RendererUtilities {
uint32_t size = 0;
};
HashMap buffer_allocs_cache;
+ HashMap render_buffer_allocs_cache;
HashMap texture_allocs_cache;
uint64_t buffer_mem_cache = 0;
+ uint64_t render_buffer_mem_cache = 0;
uint64_t texture_mem_cache = 0;
public:
@@ -88,6 +90,26 @@ class Utilities : public RendererUtilities {
buffer_allocs_cache.erase(p_id);
}
+ _FORCE_INLINE_ void render_buffer_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
+ render_buffer_mem_cache += p_size;
+#ifdef DEV_ENABLED
+ ERR_FAIL_COND_MSG(render_buffer_allocs_cache.has(p_id), "trying to allocate render buffer with name " + p_name + " but ID already used by " + render_buffer_allocs_cache[p_id].name);
+#endif
+ ResourceAllocation resource_allocation;
+ resource_allocation.size = p_size;
+#ifdef DEV_ENABLED
+ resource_allocation.name = p_name + ": " + itos((uint64_t)p_id);
+#endif
+ render_buffer_allocs_cache[p_id] = resource_allocation;
+ }
+
+ _FORCE_INLINE_ void render_buffer_free_data(GLuint p_id) {
+ ERR_FAIL_COND(!render_buffer_allocs_cache.has(p_id));
+ glDeleteRenderbuffers(1, &p_id);
+ render_buffer_mem_cache -= render_buffer_allocs_cache[p_id].size;
+ render_buffer_allocs_cache.erase(p_id);
+ }
+
// Records that data was allocated for state tracking purposes.
_FORCE_INLINE_ void texture_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
texture_mem_cache += p_size;
diff --git a/modules/openxr/doc_classes/OpenXRInterface.xml b/modules/openxr/doc_classes/OpenXRInterface.xml
index 6d1c215ffcb2..666d20d7e74c 100644
--- a/modules/openxr/doc_classes/OpenXRInterface.xml
+++ b/modules/openxr/doc_classes/OpenXRInterface.xml
@@ -129,9 +129,11 @@
Enable dynamic foveation adjustment, the interface must be initialized before this is accessible. If enabled foveation will automatically adjusted between low and [member foveation_level].
+ [b]Note:[/b] Only works on compatibility renderer.
Set foveation level from 0 (off) to 3 (high), the interface must be initialized before this is accessible.
+ [b]Note:[/b] Only works on compatibility renderer.
The render size multiplier for the current HMD. Must be set before the interface has been initialized.