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-rw-r--r--drivers/gles3/storage/render_target_storage.h132
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diff --git a/drivers/gles3/storage/render_target_storage.h b/drivers/gles3/storage/render_target_storage.h
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+/*************************************************************************/
+/* render_target_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDER_TARGET_STORAGE_GLES3_H
+#define RENDER_TARGET_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h
+// #include "servers/rendering/storage/render_target_storage.h"
+
+// This must come first to avoid windows.h mess
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+namespace GLES3 {
+
+// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage
+
+struct RenderTarget {
+ RID self;
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint depth = 0;
+
+ GLuint multisample_fbo = 0;
+ GLuint multisample_color = 0;
+ GLuint multisample_depth = 0;
+ bool multisample_active = false;
+
+ struct Effect {
+ GLuint fbo = 0;
+ int width = 0;
+ int height = 0;
+
+ GLuint color = 0;
+ };
+
+ Effect copy_screen_effect;
+
+ struct MipMaps {
+ struct Size {
+ GLuint fbo = 0;
+ GLuint color = 0;
+ int width = 0;
+ int height = 0;
+ };
+
+ Vector<Size> sizes;
+ GLuint color = 0;
+ int levels = 0;
+ };
+
+ MipMaps mip_maps[2];
+
+ struct External {
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint depth = 0;
+ RID texture;
+ } external;
+
+ int x = 0;
+ int y = 0;
+ int width = 0;
+ int height = 0;
+
+ bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {};
+
+ // instead of allocating sized render targets immediately,
+ // defer this for faster startup
+ bool allocate_is_dirty = false;
+ bool used_in_frame = false;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+
+ bool use_fxaa = false;
+ bool use_debanding = false;
+
+ RID texture;
+
+ bool used_dof_blur_near = false;
+ bool mip_maps_allocated = false;
+
+ Color clear_color = Color(1, 1, 1, 1);
+ bool clear_requested = false;
+
+ RenderTarget() {
+ for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) {
+ flags[i] = false;
+ }
+ external.fbo = 0;
+ }
+};
+
+} // namespace GLES3
+
+#endif // !GLES3_ENABLED
+
+#endif // !RENDER_TARGET_STORAGE_GLES3_H