/**************************************************************************/ /* render_scene_buffers_gles3.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifdef GLES3_ENABLED #include "render_scene_buffers_gles3.h" #include "config.h" #include "texture_storage.h" #include "utilities.h" #ifdef ANDROID_ENABLED #define glFramebufferTextureMultiviewOVR … #define glTexStorage3DMultisample … #define glFramebufferTexture2DMultisampleEXT … #define glFramebufferTextureMultisampleMultiviewOVR … #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 … #endif RenderSceneBuffersGLES3::RenderSceneBuffersGLES3() { … } RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() { … } void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) { … } GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) { … } void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) { … } void RenderSceneBuffersGLES3::_check_render_buffers() { … } void RenderSceneBuffersGLES3::configure_for_probe(Size2i p_size) { … } void RenderSceneBuffersGLES3::_clear_msaa3d_buffers() { … } void RenderSceneBuffersGLES3::_clear_intermediate_buffers() { … } void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_depth) { … } void RenderSceneBuffersGLES3::_clear_back_buffers() { … } void RenderSceneBuffersGLES3::set_apply_color_adjustments_in_post(bool p_apply_in_post) { … } void RenderSceneBuffersGLES3::check_glow_buffers() { … } void RenderSceneBuffersGLES3::_clear_glow_buffers() { … } void RenderSceneBuffersGLES3::free_render_buffer_data() { … } GLuint RenderSceneBuffersGLES3::get_render_fbo() { … } #endif // GLES3_ENABLED