Add texture reading code to OpenGL3 renderer for web and mobile

This allows using texture_2d_get on all platforms which is needed for the get_image function

This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
This commit is contained in:
clayjohn 2022-11-01 13:40:23 -07:00
parent e6751549cf
commit eb07056e70
4 changed files with 74 additions and 4 deletions

View File

@ -587,6 +587,13 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
_record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
if (r_last_index >= index) {
// Nothing to render, just return.
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
return;
}
// Copy over all data needed for rendering.
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
#ifdef WEB_ENABLED

View File

@ -1004,7 +1004,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
#define MULTIMESH_DIRTY_REGION_SIZE 512
void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
if (multimesh->data_cache.size() > 0) {
if (multimesh->data_cache.size() > 0 || multimesh->instances == 0) {
return; //already local
}
ERR_FAIL_COND(multimesh->data_cache.size() > 0);
@ -1421,7 +1421,7 @@ Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Vector<float>());
Vector<float> ret;
if (multimesh->buffer == 0) {
if (multimesh->buffer == 0 || multimesh->instances == 0) {
return Vector<float>();
} else if (multimesh->data_cache.size()) {
ret = multimesh->data_cache;

View File

@ -790,6 +790,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
#ifdef GLES_OVER_GL
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
// It also allows for reading compressed textures, mipmaps, and more formats.
Vector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
@ -826,8 +827,65 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
image->convert(texture->format);
}
#else
// Support for Web and Mobile will come later.
Ref<Image> image;
Vector<uint8_t> data;
// On web and mobile we always read an RGBA8 image with no mipmaps.
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
uint8_t *w = data.ptrw();
GLuint temp_framebuffer;
glGenFramebuffers(1, &temp_framebuffer);
GLuint temp_color_texture;
glGenTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CopyEffects::get_singleton()->copy_to_rect(Rect2i(0, 0, 1.0, 1.0));
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &w[0]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(1, &temp_color_texture);
glDeleteFramebuffers(1, &temp_framebuffer);
data.resize(data_size);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image = Image::create_from_data(texture->width, texture->height, false, Image::FORMAT_RGBA8, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != Image::FORMAT_RGBA8) {
image->convert(texture->format);
}
if (texture->mipmaps > 1) {
image->generate_mipmaps();
}
#endif
#ifdef TOOLS_ENABLED

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@ -71,6 +71,11 @@ Utilities::~Utilities() {
Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
Vector<uint8_t> ret;
if (p_buffer_size == 0) {
return ret;
}
ret.resize(p_buffer_size);
glBindBuffer(p_target, p_buffer);