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Add stencil support for spatial materials
This commit is contained in:
parent
7574a5dbb3
commit
d674c9e289
29 changed files with 1335 additions and 141 deletions
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@ -2947,6 +2947,12 @@ void SceneShaderData::set_code(const String &p_code) {
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int cull_modei = RS::CULL_MODE_BACK;
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int depth_drawi = DEPTH_DRAW_OPAQUE;
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int stencil_readi = 0;
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int stencil_writei = 0;
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int stencil_write_depth_faili = 0;
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int stencil_comparei = STENCIL_COMPARE_ALWAYS;
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int stencil_referencei = -1;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
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actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
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@ -3016,6 +3022,20 @@ void SceneShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
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actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
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actions.stencil_mode_values["read"] = Pair<int *, int>(&stencil_readi, STENCIL_FLAG_READ);
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actions.stencil_mode_values["write"] = Pair<int *, int>(&stencil_writei, STENCIL_FLAG_WRITE);
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actions.stencil_mode_values["write_depth_fail"] = Pair<int *, int>(&stencil_write_depth_faili, STENCIL_FLAG_WRITE_DEPTH_FAIL);
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actions.stencil_mode_values["compare_less"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS);
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actions.stencil_mode_values["compare_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_EQUAL);
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actions.stencil_mode_values["compare_less_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS_OR_EQUAL);
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actions.stencil_mode_values["compare_greater"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER);
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actions.stencil_mode_values["compare_not_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_NOT_EQUAL);
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actions.stencil_mode_values["compare_greater_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER_OR_EQUAL);
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actions.stencil_mode_values["compare_always"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_ALWAYS);
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actions.stencil_reference = &stencil_referencei;
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actions.uniforms = &uniforms;
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Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
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@ -3056,6 +3076,11 @@ void SceneShaderData::set_code(const String &p_code) {
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uses_vertex_time = gen_code.uses_vertex_time;
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uses_fragment_time = gen_code.uses_fragment_time;
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stencil_enabled = stencil_referencei != -1;
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stencil_flags = stencil_readi | stencil_writei | stencil_write_depth_faili;
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stencil_compare = StencilCompare(stencil_comparei);
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stencil_reference = stencil_referencei;
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#ifdef DEBUG_ENABLED
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if (uses_particle_trails) {
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WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile renderers.");
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@ -261,6 +261,23 @@ struct SceneShaderData : public ShaderData {
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DEPTH_TEST_ENABLED_INVERTED,
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};
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enum StencilCompare {
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STENCIL_COMPARE_LESS,
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STENCIL_COMPARE_EQUAL,
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STENCIL_COMPARE_LESS_OR_EQUAL,
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STENCIL_COMPARE_GREATER,
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STENCIL_COMPARE_NOT_EQUAL,
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STENCIL_COMPARE_GREATER_OR_EQUAL,
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STENCIL_COMPARE_ALWAYS,
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STENCIL_COMPARE_MAX // not an actual operator, just the amount of operators
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};
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enum StencilFlags {
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STENCIL_FLAG_READ = 1,
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STENCIL_FLAG_WRITE = 2,
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STENCIL_FLAG_WRITE_DEPTH_FAIL = 4,
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};
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enum AlphaAntiAliasing {
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ALPHA_ANTIALIASING_OFF,
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ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
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@ -286,6 +303,11 @@ struct SceneShaderData : public ShaderData {
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DepthTest depth_test;
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RS::CullMode cull_mode;
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StencilCompare stencil_compare;
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uint32_t stencil_flags;
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int32_t stencil_reference;
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bool stencil_enabled;
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bool uses_point_size;
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bool uses_alpha;
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bool uses_alpha_clip;
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@ -63,14 +63,14 @@ void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth
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if (p_samples > 1) {
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#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
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glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
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#endif
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} else {
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#ifndef IOS_ENABLED
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, p_depth, 0, 0, p_view_count);
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#else
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ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
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#endif
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@ -79,13 +79,13 @@ void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth
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if (p_samples > 1) {
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#ifdef ANDROID_ENABLED
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
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glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
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#else
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ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
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#endif
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
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}
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}
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}
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@ -196,7 +196,8 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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ERR_FAIL_COND(view_count == 0);
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bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || apply_color_adjustments_in_post;
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uint32_t depth_format_size = 3;
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GLenum depth_format = GL_DEPTH24_STENCIL8;
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uint32_t depth_format_size = 4;
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bool use_multiview = view_count > 1;
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if ((!use_internal_buffer || internal3d.color != 0) && (msaa3d.mode == RS::VIEWPORT_MSAA_DISABLED || msaa3d.color != 0)) {
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@ -230,9 +231,9 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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glBindTexture(texture_target, internal3d.depth);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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} else {
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glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -250,13 +251,13 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, internal3d.depth, 0, 0, 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, texture_target, internal3d.color, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture_target, internal3d.depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, texture_target, internal3d.depth, 0);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@ -299,15 +300,15 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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glGenRenderbuffers(1, &msaa3d.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, msaa3d.depth);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y);
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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");
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa3d.samples, depth_format, internal_size.x, internal_size.y);
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GLES3::Utilities::get_singleton()->render_buffer_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size * msaa3d.samples, "MSAA 3D depth render buffer");
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// Create our MSAA 3D FBO.
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glGenFramebuffers(1, &msaa3d.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa3d.color);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, msaa3d.depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -341,9 +342,9 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.depth);
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#ifdef ANDROID_ENABLED
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, depth_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#else
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glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, GL_TRUE);
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glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, msaa3d.samples, depth_format, internal_size.x, internal_size.y, view_count, GL_TRUE);
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#endif
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GLES3::Utilities::get_singleton()->texture_allocated_data(msaa3d.depth, internal_size.x * internal_size.y * view_count * depth_format_size * msaa3d.samples, "MSAA 3D depth texture");
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@ -353,7 +354,7 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
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glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaa3d.color, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, msaa3d.depth, 0, 0, view_count);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -474,7 +475,8 @@ void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_de
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bool use_multiview = view_count > 1 && GLES3::Config::get_singleton()->multiview_supported;
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GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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uint32_t depth_format_size = 3;
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GLenum depth_format = GL_DEPTH24_STENCIL8;
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uint32_t depth_format_size = 4;
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if (backbuffer3d.color == 0 && p_need_color) {
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glGenTextures(1, &backbuffer3d.color);
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@ -509,9 +511,9 @@ void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_de
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glBindTexture(texture_target, backbuffer3d.depth);
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if (use_multiview) {
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glTexImage3D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, nullptr);
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} else {
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glTexImage2D(texture_target, 0, GL_DEPTH_COMPONENT24, internal_size.x, internal_size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, 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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@ -523,12 +525,12 @@ void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_de
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#ifndef IOS_ENABLED
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if (use_multiview) {
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, backbuffer3d.depth, 0, 0, view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, backbuffer3d.depth, 0, 0, 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, texture_target, backbuffer3d.depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, texture_target, backbuffer3d.depth, 0);
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}
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}
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@ -2183,14 +2183,15 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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ERR_FAIL_NULL(texture);
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rt->depth = texture->tex_id;
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rt->depth_has_stencil = rt->overridden.depth_has_stencil;
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} else {
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glGenTextures(1, &rt->depth);
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glBindTexture(texture_target, rt->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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glTexImage3D(texture_target, 0, GL_DEPTH24_STENCIL8, rt->size.x, rt->size.y, rt->view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 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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glTexImage2D(texture_target, 0, GL_DEPTH24_STENCIL8, rt->size.x, rt->size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -2198,16 +2199,19 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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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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GLES3::Utilities::get_singleton()->texture_allocated_data(rt->depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target depth texture");
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rt->depth_has_stencil = true;
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GLES3::Utilities::get_singleton()->texture_allocated_data(rt->depth, rt->size.x * rt->size.y * rt->view_count * 4, "Render target depth texture");
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}
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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->depth, 0, 0, rt->view_count);
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glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, rt->depth_has_stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT, rt->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, texture_target, rt->depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, rt->depth_has_stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT, texture_target, rt->depth, 0);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@ -2354,12 +2358,33 @@ void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_s
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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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GLint internal_format;
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GLenum format;
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GLenum type;
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GLenum attachment;
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int element_size;
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if (rt->depth_has_stencil) {
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internal_format = GL_DEPTH24_STENCIL8;
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format = GL_DEPTH_STENCIL;
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type = GL_UNSIGNED_INT_24_8;
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attachment = GL_DEPTH_STENCIL_ATTACHMENT;
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element_size = 4;
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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);
|
||||
internal_format = GL_DEPTH_COMPONENT24;
|
||||
format = GL_DEPTH_COMPONENT;
|
||||
type = GL_UNSIGNED_INT;
|
||||
attachment = GL_DEPTH_ATTACHMENT;
|
||||
element_size = 3;
|
||||
}
|
||||
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer_depth, rt->size.x * rt->size.y * rt->view_count * 3, "Render target backbuffer depth texture");
|
||||
|
||||
if (use_multiview) {
|
||||
glTexImage3D(texture_target, 0, internal_format, rt->size.x, rt->size.y, rt->view_count, 0, format, type, nullptr);
|
||||
} else {
|
||||
glTexImage2D(texture_target, 0, internal_format, rt->size.x, rt->size.y, 0, format, type, nullptr);
|
||||
}
|
||||
GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer_depth, rt->size.x * rt->size.y * rt->view_count * element_size, "Render target backbuffer depth texture");
|
||||
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
|
@ -2367,12 +2392,12 @@ void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_s
|
|||
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
#ifndef IOS_ENABLED
|
||||
if (use_multiview) {
|
||||
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->backbuffer_depth, 0, 0, rt->view_count);
|
||||
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, attachment, rt->backbuffer_depth, 0, 0, rt->view_count);
|
||||
} else {
|
||||
#else
|
||||
{
|
||||
#endif
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->backbuffer_depth, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, rt->backbuffer_depth, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2546,6 +2571,7 @@ void TextureStorage::render_target_set_override(RID p_render_target, RID p_color
|
|||
|
||||
rt->overridden.color = p_color_texture;
|
||||
rt->overridden.depth = p_depth_texture;
|
||||
rt->overridden.depth_has_stencil = p_depth_texture.is_null();
|
||||
rt->overridden.is_overridden = true;
|
||||
|
||||
uint32_t hash_key = hash_murmur3_one_64(p_color_texture.get_id());
|
||||
|
|
@ -2557,6 +2583,7 @@ void TextureStorage::render_target_set_override(RID p_render_target, RID p_color
|
|||
rt->fbo = cache->get().fbo;
|
||||
rt->color = cache->get().color;
|
||||
rt->depth = cache->get().depth;
|
||||
rt->depth_has_stencil = cache->get().depth_has_stencil;
|
||||
rt->size = cache->get().size;
|
||||
rt->texture = p_color_texture;
|
||||
return;
|
||||
|
|
@ -2568,6 +2595,7 @@ void TextureStorage::render_target_set_override(RID p_render_target, RID p_color
|
|||
new_entry.fbo = rt->fbo;
|
||||
new_entry.color = rt->color;
|
||||
new_entry.depth = rt->depth;
|
||||
new_entry.depth_has_stencil = rt->depth_has_stencil;
|
||||
new_entry.size = rt->size;
|
||||
// Keep track of any textures we had to allocate because they weren't overridden.
|
||||
if (p_color_texture.is_null()) {
|
||||
|
|
|
|||
|
|
@ -347,6 +347,7 @@ struct RenderTarget {
|
|||
GLuint backbuffer_fbo = 0;
|
||||
GLuint backbuffer = 0;
|
||||
GLuint backbuffer_depth = 0;
|
||||
bool depth_has_stencil = true;
|
||||
|
||||
bool hdr = false; // For Compatibility this effects both 2D and 3D rendering!
|
||||
GLuint color_internal_format = GL_RGBA8;
|
||||
|
|
@ -375,6 +376,7 @@ struct RenderTarget {
|
|||
|
||||
struct RTOverridden {
|
||||
bool is_overridden = false;
|
||||
bool depth_has_stencil = false;
|
||||
RID color;
|
||||
RID depth;
|
||||
RID velocity;
|
||||
|
|
@ -385,6 +387,7 @@ struct RenderTarget {
|
|||
GLuint depth;
|
||||
Size2i size;
|
||||
Vector<GLuint> allocated_textures;
|
||||
bool depth_has_stencil;
|
||||
};
|
||||
RBMap<uint32_t, FBOCacheEntry> fbo_cache;
|
||||
} overridden;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue