#ifdef GLES3_ENABLED
#include "texture_storage.h"
#include "../effects/copy_effects.h"
#include "../rasterizer_gles3.h"
#include "config.h"
#include "utilities.h"
#ifdef ANDROID_ENABLED
#define glFramebufferTextureMultiviewOVR …
#endif
usingnamespaceGLES3;
TextureStorage *TextureStorage::singleton = …;
TextureStorage *TextureStorage::get_singleton() { … }
static const GLenum _cube_side_enum[6] = …;
TextureStorage::TextureStorage() { … }
TextureStorage::~TextureStorage() { … }
bool TextureStorage::can_create_resources_async() const { … }
RID TextureStorage::canvas_texture_allocate() { … }
void TextureStorage::canvas_texture_initialize(RID p_rid) { … }
void TextureStorage::canvas_texture_free(RID p_rid) { … }
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { … }
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { … }
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { … }
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { … }
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { … }
RID TextureStorage::texture_allocate() { … }
void TextureStorage::texture_free(RID p_texture) { … }
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) { … }
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { … }
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { … }
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { … }
RID TextureStorage::texture_create_external(GLES3::Texture::Type p_type, Image::Format p_format, unsigned int p_image, int p_width, int p_height, int p_depth, int p_layers, RS::TextureLayeredType p_layered_type) { … }
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) { … }
void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) { … }
void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { … }
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { … }
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) { … }
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { … }
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { … }
Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const { … }
Vector<Ref<Image>> TextureStorage::_texture_3d_read_framebuffer(GLES3::Texture *p_texture) const { … }
Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const { … }
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { … }
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { … }
void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { … }
String TextureStorage::texture_get_path(RID p_texture) const { … }
void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { … }
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) { … }
void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { … }
Size2 TextureStorage::texture_size_with_proxy(RID p_texture) { … }
void TextureStorage::texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type) { … }
RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const { … }
uint64_t TextureStorage::texture_get_native_handle(RID p_texture, bool p_srgb) const { … }
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) { … }
void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_initialize) { … }
void TextureStorage::_texture_set_3d_data(RID p_texture, const Vector<Ref<Image>> &p_data, bool p_initialize) { … }
void TextureStorage::_texture_set_swizzle(GLES3::Texture *p_texture, Image::Format p_real_format) { … }
Image::Format TextureStorage::texture_get_format(RID p_texture) const { … }
uint32_t TextureStorage::texture_get_texid(RID p_texture) const { … }
Vector3i TextureStorage::texture_get_size(RID p_texture) const { … }
uint32_t TextureStorage::texture_get_width(RID p_texture) const { … }
uint32_t TextureStorage::texture_get_height(RID p_texture) const { … }
uint32_t TextureStorage::texture_get_depth(RID p_texture) const { … }
void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) { … }
void TextureStorage::texture_add_to_texture_atlas(RID p_texture) { … }
void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) { … }
void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) { … }
void TextureStorage::texture_atlas_remove_texture(RID p_texture) { … }
GLuint TextureStorage::texture_atlas_get_texture() const { … }
void TextureStorage::update_texture_atlas() { … }
RID TextureStorage::decal_allocate() { … }
void TextureStorage::decal_initialize(RID p_rid) { … }
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) { … }
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { … }
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { … }
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { … }
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { … }
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { … }
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { … }
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { … }
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { … }
AABB TextureStorage::decal_get_aabb(RID p_decal) const { … }
GLuint TextureStorage::system_fbo = …;
void TextureStorage::_update_render_target(RenderTarget *rt) { … }
void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { … }
void GLES3::TextureStorage::check_backbuffer(RenderTarget *rt, const bool uses_screen_texture, const bool uses_depth_texture) { … }
void TextureStorage::_clear_render_target(RenderTarget *rt) { … }
RID TextureStorage::render_target_create() { … }
void TextureStorage::render_target_free(RID p_rid) { … }
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { … }
Point2i TextureStorage::render_target_get_position(RID p_render_target) const {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_NULL_V(rt, Point2i());
return rt->position;
};
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { … }
Size2i TextureStorage::render_target_get_size(RID p_render_target) const { … }
void TextureStorage::render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) { … }
RID TextureStorage::render_target_get_override_color(RID p_render_target) const { … }
RID TextureStorage::render_target_get_override_depth(RID p_render_target) const { … }
RID TextureStorage::render_target_get_override_velocity(RID p_render_target) const { … }
RID TextureStorage::render_target_get_texture(RID p_render_target) { … }
void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) { … }
bool TextureStorage::render_target_get_transparent(RID p_render_target) const { … }
void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) { … }
bool TextureStorage::render_target_get_direct_to_screen(RID p_render_target) const { … }
bool TextureStorage::render_target_was_used(RID p_render_target) const { … }
void TextureStorage::render_target_clear_used(RID p_render_target) { … }
void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { … }
RS::ViewportMSAA TextureStorage::render_target_get_msaa(RID p_render_target) const { … }
void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) { … }
bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_color_internal_format(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_color_format(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_color_type(RID p_render_target) const { … }
uint32_t TextureStorage::render_target_get_color_format_size(RID p_render_target) const { … }
void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { … }
bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { … }
Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { … }
void TextureStorage::render_target_disable_clear_request(RID p_render_target) { … }
void TextureStorage::render_target_do_clear_request(RID p_render_target) { … }
GLuint TextureStorage::render_target_get_fbo(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_color(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_depth(RID p_render_target) const { … }
void TextureStorage::render_target_set_reattach_textures(RID p_render_target, bool p_reattach_textures) const { … }
bool TextureStorage::render_target_is_reattach_textures(RID p_render_target) const { … }
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { … }
Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const { … }
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { … }
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { … }
bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const { … }
GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) { … }
void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) { … }
void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) { … }
GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) { … }
void TextureStorage::render_target_sdf_process(RID p_render_target) { … }
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { … }
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { … }
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { … }
#endif