godot/drivers/gles2/rasterizer_canvas_gles2.cpp

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/*************************************************************************/
/* rasterizer_canvas_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
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/*************************************************************************/
#include "rasterizer_canvas_gles2.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/visual_server_raster.h"
static const GLenum gl_primitive[] = {
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN
};
RasterizerCanvasGLES2::BatchData::BatchData() {
reset_flush();
gl_vertex_buffer = 0;
gl_index_buffer = 0;
max_quads = 0;
vertex_buffer_size_units = 0;
vertex_buffer_size_bytes = 0;
index_buffer_size_units = 0;
index_buffer_size_bytes = 0;
use_colored_vertices = false;
settings_use_batching = false;
settings_max_join_item_commands = 0;
settings_colored_vertex_format_threshold = 0.0f;
settings_batch_buffer_num_verts = 0;
scissor_threshold_area = 0.0f;
prevent_color_baking = false;
diagnose_frame = false;
next_diagnose_tick = 10000;
diagnose_frame_number = 9999999999; // some high number
join_across_z_indices = true;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
settings_item_reordering_lookahead = 0;
settings_use_batching_original_choice = false;
settings_flash_batching = false;
settings_diagnose_frame = false;
settings_scissor_lights = false;
settings_scissor_threshold = -1.0f;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
settings_use_single_rect_fallback = false;
settings_light_max_join_items = 16;
stats_items_sorted = 0;
stats_light_items_joined = 0;
}
void RasterizerCanvasGLES2::RenderItemState::reset() {
current_clip = nullptr;
shader_cache = nullptr;
rebind_shader = true;
prev_use_skeleton = false;
last_blend_mode = -1;
canvas_last_material = RID();
item_group_z = 0;
item_group_light = nullptr;
final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
joined_item = nullptr;
}
// just translate the color into something easily readable and not too verbose
String RasterizerCanvasGLES2::BatchColor::to_string() const {
String sz = "{";
const float *data = get_data();
for (int c = 0; c < 4; c++) {
float f = data[c];
int val = ((f * 255.0f) + 0.5f);
sz += String(Variant(val)) + " ";
}
sz += "}";
return sz;
}
RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_get_canvas_texture(const RID &p_texture) const {
if (p_texture.is_valid()) {
RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
if (texture) {
return texture->get_ptr();
}
}
return 0;
}
int RasterizerCanvasGLES2::_batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match) {
2018-02-24 13:48:22 +00:00
// optimization .. in 99% cases the last matched value will be the same, so no need to traverse the list
if (p_previous_match > 0) // if it is zero, it will get hit first in the linear search anyway
{
const BatchTex &batch_texture = bdata.batch_textures[p_previous_match];
2018-02-24 13:48:22 +00:00
// note for future reference, if RID implementation changes, this could become more expensive
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
// tiling mode must also match
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
2018-02-24 13:48:22 +00:00
if (tiles == p_tile)
// match!
return p_previous_match;
}
2018-02-24 13:48:22 +00:00
}
// not the previous match .. we will do a linear search ... slower, but should happen
// not very often except with non-batchable runs, which are going to be slow anyway
// n.b. could possibly be replaced later by a fast hash table
for (int n = 0; n < bdata.batch_textures.size(); n++) {
const BatchTex &batch_texture = bdata.batch_textures[n];
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
// tiling mode must also match
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
if (tiles == p_tile)
// match!
return n;
}
}
// pushing back from local variable .. not ideal but has to use a Vector because non pod
// due to RIDs
BatchTex new_batch_tex;
new_batch_tex.RID_texture = p_texture;
new_batch_tex.RID_normal = p_normal;
// get the texture
RasterizerStorageGLES2::Texture *texture = _get_canvas_texture(p_texture);
if (texture) {
new_batch_tex.tex_pixel_size.x = 1.0 / texture->width;
new_batch_tex.tex_pixel_size.y = 1.0 / texture->height;
} else {
// maybe doesn't need doing...
new_batch_tex.tex_pixel_size.x = 1.0;
new_batch_tex.tex_pixel_size.y = 1.0;
2018-02-24 13:48:22 +00:00
}
if (p_tile) {
if (texture) {
// default
new_batch_tex.tile_mode = BatchTex::TILE_NORMAL;
// no hardware support for non power of 2 tiling
if (!storage->config.support_npot_repeat_mipmap) {
if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
new_batch_tex.tile_mode = BatchTex::TILE_FORCE_REPEAT;
}
}
} else {
// this should not happen?
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
}
} else {
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
}
// push back
bdata.batch_textures.push_back(new_batch_tex);
return bdata.batch_textures.size() - 1;
}
void RasterizerCanvasGLES2::_batch_upload_buffers() {
// noop?
if (!bdata.vertices.size())
return;
glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
// orphan the old (for now)
glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_DYNAMIC_DRAW);
if (!bdata.use_colored_vertices) {
glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertex) * bdata.vertices.size(), bdata.vertices.get_data(), GL_DYNAMIC_DRAW);
} else {
glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexColored) * bdata.vertices_colored.size(), bdata.vertices_colored.get_data(), GL_DYNAMIC_DRAW);
}
// might not be necessary
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
RasterizerCanvasGLES2::Batch *RasterizerCanvasGLES2::_batch_request_new(bool p_blank) {
Batch *batch = bdata.batches.request();
if (!batch) {
// grow the batches
bdata.batches.grow();
// and the temporary batches (used for color verts)
bdata.batches_temp.reset();
bdata.batches_temp.grow();
// this should always succeed after growing
batch = bdata.batches.request();
#ifdef DEBUG_ENABLED
CRASH_COND(!batch);
#endif
}
if (p_blank)
memset(batch, 0, sizeof(Batch));
return batch;
}
// This function may be called MULTIPLE TIMES for each item, so needs to record how far it has got
bool RasterizerCanvasGLES2::prefill_joined_item(FillState &r_fill_state, int &r_command_start, Item *p_item, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material) {
// we will prefill batches and vertices ready for sending in one go to the vertex buffer
int command_count = p_item->commands.size();
Item::Command *const *commands = p_item->commands.ptr();
// just a local, might be more efficient in a register (check)
Vector2 texpixel_size = r_fill_state.texpixel_size;
// checking the color for not being white makes it 92/90 times faster in the case where it is white
bool multiply_final_modulate = false;
if (!r_fill_state.use_hardware_transform && (r_fill_state.final_modulate != Color(1, 1, 1, 1))) {
multiply_final_modulate = true;
}
// start batch is a dummy batch (tex id -1) .. could be made more efficient
if (!r_fill_state.curr_batch) {
r_fill_state.curr_batch = _batch_request_new();
r_fill_state.curr_batch->type = Batch::BT_DEFAULT;
r_fill_state.curr_batch->first_command = r_command_start;
// should tex_id be set to -1? check this
}
// we need to return which command we got up to, so
// store this outside the loop
int command_num;
// do as many commands as possible until the vertex buffer will be full up
for (command_num = r_command_start; command_num < command_count; command_num++) {
Item::Command *command = commands[command_num];
switch (command->type) {
default: {
_prefill_default_batch(r_fill_state, command_num, *p_item);
} break;
case Item::Command::TYPE_TRANSFORM: {
// if the extra matrix has been sent already,
// break this extra matrix software path (as we don't want to unset it on the GPU etc)
if (r_fill_state.extra_matrix_sent) {
_prefill_default_batch(r_fill_state, command_num, *p_item);
} else {
// Extra matrix fast path.
// Instead of sending the command immediately, we store the modified transform (in combined)
// for software transform, and only flush this transform command if we NEED to (i.e. we want to
// render some default commands)
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
const Transform2D &extra_matrix = transform->xform;
if (r_fill_state.use_hardware_transform) {
// if we are using hardware transform mode, we have already sent the final transform,
// so we only want to software transform the extra matrix
r_fill_state.transform_combined = extra_matrix;
} else {
r_fill_state.transform_combined = p_item->final_transform * extra_matrix;
}
// after a transform command, always use some form of software transform (either the combined final + extra, or just the extra)
// until we flush this dirty extra matrix because we need to render default commands.
r_fill_state.transform_mode = _find_transform_mode(r_fill_state.transform_combined);
// make a note of which command the dirty extra matrix is store in, so we can send it later
// if necessary
r_fill_state.transform_extra_command_number_p1 = command_num + 1; // plus 1 so we can test against zero
}
} break;
case Item::Command::TYPE_RECT: {
Item::CommandRect *rect = static_cast<Item::CommandRect *>(command);
bool change_batch = false;
// conditions for creating a new batch
if (r_fill_state.curr_batch->type != Batch::BT_RECT) {
change_batch = true;
// check for special case if there is only a single or small number of rects,
// in which case we will use the legacy default rect renderer
// because it is faster for single rects
// we only want to do this if not a joined item with more than 1 item,
// because joined items with more than 1, the command * will be incorrect
// NOTE - this is assuming that use_hardware_transform means that it is a non-joined item!!
// If that assumption is incorrect this will go horribly wrong.
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
if (bdata.settings_use_single_rect_fallback && r_fill_state.use_hardware_transform) {
bool is_single_rect = false;
int command_num_next = command_num + 1;
if (command_num_next < command_count) {
Item::Command *command_next = commands[command_num_next];
if ((command_next->type != Item::Command::TYPE_RECT) && (command_next->type != Item::Command::TYPE_TRANSFORM)) {
is_single_rect = true;
}
} else {
is_single_rect = true;
}
// if it is a rect on its own, do exactly the same as the default routine
if (is_single_rect) {
_prefill_default_batch(r_fill_state, command_num, *p_item);
break;
}
} // if use hardware transform
}
Color col = rect->modulate;
if (multiply_final_modulate) {
col *= r_fill_state.final_modulate;
}
// instead of doing all the texture preparation for EVERY rect,
// we build a list of texture combinations and do this once off.
// This means we have a potentially rather slow step to identify which texture combo
// using the RIDs.
int old_batch_tex_id = r_fill_state.batch_tex_id;
r_fill_state.batch_tex_id = _batch_find_or_create_tex(rect->texture, rect->normal_map, rect->flags & CANVAS_RECT_TILE, old_batch_tex_id);
// try to create vertices BEFORE creating a batch,
// because if the vertex buffer is full, we need to finish this
// function, draw what we have so far, and then start a new set of batches
// request FOUR vertices at a time, this is more efficient
BatchVertex *bvs = bdata.vertices.request(4);
if (!bvs) {
// run out of space in the vertex buffer .. finish this function and draw what we have so far
// return where we got to
r_command_start = command_num;
return true;
}
// conditions for creating a new batch
if (old_batch_tex_id != r_fill_state.batch_tex_id) {
change_batch = true;
}
// we need to treat color change separately because we need to count these
// to decide whether to switch on the fly to colored vertices.
if (!r_fill_state.curr_batch->color.equals(col)) {
change_batch = true;
bdata.total_color_changes++;
}
if (change_batch) {
// put the tex pixel size in a local (less verbose and can be a register)
bdata.batch_textures[r_fill_state.batch_tex_id].tex_pixel_size.to(texpixel_size);
// need to preserve texpixel_size between items
r_fill_state.texpixel_size = texpixel_size;
// open new batch (this should never fail, it dynamically grows)
r_fill_state.curr_batch = _batch_request_new(false);
r_fill_state.curr_batch->type = Batch::BT_RECT;
r_fill_state.curr_batch->color.set(col);
r_fill_state.curr_batch->batch_texture_id = r_fill_state.batch_tex_id;
r_fill_state.curr_batch->first_command = command_num;
r_fill_state.curr_batch->num_commands = 1;
r_fill_state.curr_batch->first_quad = bdata.total_quads;
} else {
// we could alternatively do the count when closing a batch .. perhaps more efficient
r_fill_state.curr_batch->num_commands++;
}
// fill the quad geometry
Vector2 mins = rect->rect.position;
if (r_fill_state.transform_mode == TM_TRANSLATE) {
_software_transform_vertex(mins, r_fill_state.transform_combined);
}
Vector2 maxs = mins + rect->rect.size;
// just aliases
BatchVertex *bA = &bvs[0];
BatchVertex *bB = &bvs[1];
BatchVertex *bC = &bvs[2];
BatchVertex *bD = &bvs[3];
bA->pos.x = mins.x;
bA->pos.y = mins.y;
bB->pos.x = maxs.x;
bB->pos.y = mins.y;
bC->pos.x = maxs.x;
bC->pos.y = maxs.y;
bD->pos.x = mins.x;
bD->pos.y = maxs.y;
if (rect->rect.size.x < 0) {
SWAP(bA->pos, bB->pos);
SWAP(bC->pos, bD->pos);
}
if (rect->rect.size.y < 0) {
SWAP(bA->pos, bD->pos);
SWAP(bB->pos, bC->pos);
}
if (r_fill_state.transform_mode == TM_ALL) {
_software_transform_vertex(bA->pos, r_fill_state.transform_combined);
_software_transform_vertex(bB->pos, r_fill_state.transform_combined);
_software_transform_vertex(bC->pos, r_fill_state.transform_combined);
_software_transform_vertex(bD->pos, r_fill_state.transform_combined);
}
// uvs
Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
// 10% faster calculating the max first
Vector2 pos_max = src_rect.position + src_rect.size;
Vector2 uvs[4] = {
src_rect.position,
Vector2(pos_max.x, src_rect.position.y),
pos_max,
Vector2(src_rect.position.x, pos_max.y),
};
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
SWAP(uvs[1], uvs[3]);
}
if (rect->flags & CANVAS_RECT_FLIP_H) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
bA->uv.set(uvs[0]);
bB->uv.set(uvs[1]);
bC->uv.set(uvs[2]);
bD->uv.set(uvs[3]);
// increment quad count
bdata.total_quads++;
} break;
}
}
// VERY IMPORTANT to return where we got to, because this func may be called multiple
// times per item.
// Don't miss out on this step by calling return earlier in the function without setting r_command_start.
r_command_start = command_num;
return false;
}
// convert the stupidly high amount of batches (each with its own color)
// to larger batches where the color is stored in the verts instead...
// There is a trade off. Non colored verts are smaller so work faster, but
// there comes a point where it is better to just use colored verts to avoid lots of
// batches.
void RasterizerCanvasGLES2::_batch_translate_to_colored() {
bdata.vertices_colored.reset();
bdata.batches_temp.reset();
// As the vertices_colored and batches_temp are 'mirrors' of the non-colored version,
// the sizes should be equal, and allocations should never fail. Hence the use of debug
// asserts to check program flow, these should not occur at runtime unless the allocation
// code has been altered.
#ifdef DEBUG_ENABLED
CRASH_COND(bdata.vertices_colored.max_size() != bdata.vertices.max_size());
CRASH_COND(bdata.batches_temp.max_size() != bdata.batches.max_size());
#endif
Color curr_col(-1.0, -1.0, -1.0, -1.0);
Batch *dest_batch = 0;
// translate the batches into vertex colored batches
for (int n = 0; n < bdata.batches.size(); n++) {
const Batch &source_batch = bdata.batches[n];
bool needs_new_batch = true;
if (dest_batch) {
if (dest_batch->type == source_batch.type) {
if (source_batch.type == Batch::BT_RECT) {
if (dest_batch->batch_texture_id == source_batch.batch_texture_id) {
// add to previous batch
dest_batch->num_commands += source_batch.num_commands;
needs_new_batch = false;
// create the colored verts (only if not default)
int first_vert = source_batch.first_quad * 4;
int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
for (int v = first_vert; v < end_vert; v++) {
const BatchVertex &bv = bdata.vertices[v];
BatchVertexColored *cv = bdata.vertices_colored.request();
#ifdef DEBUG_ENABLED
CRASH_COND(!cv);
#endif
cv->pos = bv.pos;
cv->uv = bv.uv;
cv->col = source_batch.color;
}
} // textures match
} else {
// default
// we can still join, but only under special circumstances
// does this ever happen? not sure at this stage, but left for future expansion
uint32_t source_last_command = source_batch.first_command + source_batch.num_commands;
if (source_last_command == dest_batch->first_command) {
dest_batch->num_commands += source_batch.num_commands;
needs_new_batch = false;
} // if the commands line up exactly
}
} // if both batches are the same type
} // if dest batch is valid
if (needs_new_batch) {
dest_batch = bdata.batches_temp.request();
#ifdef DEBUG_ENABLED
CRASH_COND(!dest_batch);
#endif
*dest_batch = source_batch;
// create the colored verts (only if not default)
if (source_batch.type != Batch::BT_DEFAULT) {
int first_vert = source_batch.first_quad * 4;
int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
for (int v = first_vert; v < end_vert; v++) {
const BatchVertex &bv = bdata.vertices[v];
BatchVertexColored *cv = bdata.vertices_colored.request();
#ifdef DEBUG_ENABLED
CRASH_COND(!cv);
#endif
cv->pos = bv.pos;
cv->uv = bv.uv;
cv->col = source_batch.color;
}
}
}
}
// copy the temporary batches to the master batch list (this could be avoided but it makes the code cleaner)
bdata.batches.copy_from(bdata.batches_temp);
}
void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, RasterizerStorageGLES2::Material *p_material) {
ERR_FAIL_COND(p_batch.num_commands <= 0);
const bool &colored_verts = bdata.use_colored_vertices;
int sizeof_vert;
if (!colored_verts) {
sizeof_vert = sizeof(BatchVertex);
} else {
sizeof_vert = sizeof(BatchVertexColored);
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
// batch tex
const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
_bind_canvas_texture(tex.RID_texture, tex.RID_normal);
// bind the index and vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
uint64_t pointer = 0;
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
// always send UVs, even within a texture specified because a shader can still use UVs
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (2 * 4)));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
// color
if (!colored_verts) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, p_batch.color.get_data());
} else {
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (4 * 4)));
glEnableVertexAttribArray(VS::ARRAY_COLOR);
}
switch (tex.tile_mode) {
case BatchTex::TILE_FORCE_REPEAT: {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
} break;
case BatchTex::TILE_NORMAL: {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
} break;
default: {
} break;
}
// we need to convert explicitly from pod Vec2 to Vector2 ...
// could use a cast but this might be unsafe in future
Vector2 tps;
tex.tex_pixel_size.to(tps);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, tps);
int64_t offset = p_batch.first_quad * 6 * 2; // 6 inds per quad at 2 bytes each
int num_elements = p_batch.num_commands * 6;
glDrawElements(GL_TRIANGLES, num_elements, GL_UNSIGNED_SHORT, (void *)offset);
storage->info.render._2d_draw_call_count++;
switch (tex.tile_mode) {
case BatchTex::TILE_FORCE_REPEAT: {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);
} break;
case BatchTex::TILE_NORMAL: {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} break;
default: {
} break;
}
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
glDisableVertexAttribArray(VS::ARRAY_COLOR);
// may not be necessary .. state change optimization still TODO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
#ifdef DEBUG_ENABLED
String RasterizerCanvasGLES2::get_command_type_string(const Item::Command &p_command) const {
String sz = "";
switch (p_command.type) {
default:
break;
case Item::Command::TYPE_LINE: {
sz = "l";
} break;
case Item::Command::TYPE_POLYLINE: {
sz = "PL";
} break;
case Item::Command::TYPE_RECT: {
sz = "r";
} break;
case Item::Command::TYPE_NINEPATCH: {
sz = "n";
} break;
case Item::Command::TYPE_PRIMITIVE: {
sz = "PR";
} break;
case Item::Command::TYPE_POLYGON: {
sz = "p";
} break;
case Item::Command::TYPE_MESH: {
sz = "m";
} break;
case Item::Command::TYPE_MULTIMESH: {
sz = "MM";
} break;
case Item::Command::TYPE_PARTICLES: {
sz = "PA";
} break;
case Item::Command::TYPE_CIRCLE: {
sz = "c";
} break;
case Item::Command::TYPE_TRANSFORM: {
sz = "t";
// add a bit more info in debug build
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(&p_command);
const Transform2D &mat = transform->xform;
sz += " ";
sz += String(Variant(mat.elements[2]));
sz += " ";
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
sz = "CI";
} break;
} // switch
return sz;
}
void RasterizerCanvasGLES2::diagnose_batches(Item::Command *const *p_commands) {
int num_batches = bdata.batches.size();
BatchColor curr_color;
curr_color.set(Color(-1, -1, -1, -1));
bool first_color_change = true;
for (int batch_num = 0; batch_num < num_batches; batch_num++) {
const Batch &batch = bdata.batches[batch_num];
bdata.frame_string += "\t\t\tbatch ";
switch (batch.type) {
case Batch::BT_RECT: {
bdata.frame_string += "R ";
bdata.frame_string += itos(batch.first_command) + "-";
bdata.frame_string += itos(batch.num_commands);
int tex_id = (int)bdata.batch_textures[batch.batch_texture_id].RID_texture.get_id();
bdata.frame_string += " [" + itos(batch.batch_texture_id) + " - " + itos(tex_id) + "]";
bdata.frame_string += " " + batch.color.to_string();
if (batch.num_commands > 1) {
bdata.frame_string += " MULTI";
}
if (curr_color != batch.color) {
curr_color = batch.color;
if (!first_color_change) {
bdata.frame_string += " color";
} else {
first_color_change = false;
}
}
bdata.frame_string += "\n";
} break;
default: {
bdata.frame_string += "D ";
bdata.frame_string += itos(batch.first_command) + "-";
bdata.frame_string += itos(batch.num_commands) + " ";
int num_show = MIN(batch.num_commands, 16);
for (int n = 0; n < num_show; n++) {
const Item::Command &comm = *p_commands[batch.first_command + n];
bdata.frame_string += get_command_type_string(comm) + " ";
}
bdata.frame_string += "\n";
} break;
}
}
}
#endif
void RasterizerCanvasGLES2::render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material) {
int num_batches = bdata.batches.size();
for (int batch_num = 0; batch_num < num_batches; batch_num++) {
const Batch &batch = bdata.batches[batch_num];
switch (batch.type) {
case Batch::BT_RECT: {
_batch_render_rects(batch, p_material);
} break;
default: {
int end_command = batch.first_command + batch.num_commands;
for (int i = batch.first_command; i < end_command; i++) {
Item::Command *command = p_commands[i];
switch (command->type) {
case Item::Command::TYPE_LINE: {
Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
if (line->width <= 1) {
Vector2 verts[2] = {
Vector2(line->from.x, line->from.y),
Vector2(line->to.x, line->to.y)
};
#ifdef GLES_OVER_GL
if (line->antialiased)
glEnable(GL_LINE_SMOOTH);
#endif
_draw_gui_primitive(2, verts, NULL, NULL);
#ifdef GLES_OVER_GL
if (line->antialiased)
glDisable(GL_LINE_SMOOTH);
#endif
} else {
Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
Vector2 verts[4] = {
line->from - t,
line->from + t,
line->to + t,
line->to - t
};
_draw_gui_primitive(4, verts, NULL, NULL);
#ifdef GLES_OVER_GL
if (line->antialiased) {
glEnable(GL_LINE_SMOOTH);
for (int j = 0; j < 4; j++) {
Vector2 vertsl[2] = {
verts[j],
verts[(j + 1) % 4],
};
_draw_gui_primitive(2, vertsl, NULL, NULL);
}
glDisable(GL_LINE_SMOOTH);
}
#endif
}
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_RECT: {
Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
bool can_tile = true;
if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
// workaround for when setting tiling does not work due to hardware limitation
RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);
if (texture) {
texture = texture->get_ptr();
if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
can_tile = false;
}
}
}
// On some widespread Nvidia cards, the normal draw method can produce some
// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
// See GH-9913.
// To work it around, we use a simpler draw method which does not flicker, but gives
// a non negligible performance hit, so it's opt-in (GH-24466).
if (use_nvidia_rect_workaround) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
Vector2 points[4] = {
r->rect.position,
r->rect.position + Vector2(r->rect.size.x, 0.0),
r->rect.position + r->rect.size,
r->rect.position + Vector2(0.0, r->rect.size.y),
};
if (r->rect.size.x < 0) {
SWAP(points[0], points[1]);
SWAP(points[2], points[3]);
}
if (r->rect.size.y < 0) {
SWAP(points[0], points[3]);
SWAP(points[1], points[2]);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
Vector2 uvs[4] = {
src_rect.position,
src_rect.position + Vector2(src_rect.size.x, 0.0),
src_rect.position + src_rect.size,
src_rect.position + Vector2(0.0, src_rect.size.y),
};
if (r->flags & CANVAS_RECT_TRANSPOSE) {
SWAP(uvs[1], uvs[3]);
}
if (r->flags & CANVAS_RECT_FLIP_H) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (r->flags & CANVAS_RECT_FLIP_V) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
bool untile = false;
if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
untile = true;
}
_draw_gui_primitive(4, points, NULL, uvs);
if (untile) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} else {
static const Vector2 uvs[4] = {
Vector2(0.0, 0.0),
Vector2(0.0, 1.0),
Vector2(1.0, 1.0),
Vector2(1.0, 0.0),
};
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
_draw_gui_primitive(4, points, NULL, uvs);
}
} else {
// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
_bind_quad_buffer();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
if (!tex) {
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
} else {
bool untile = false;
if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
untile = true;
}
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
if (r->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
}
if (r->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
}
if (r->flags & CANVAS_RECT_TRANSPOSE) {
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);
storage->info.render._2d_draw_call_count++;
} break;
2018-02-24 13:48:22 +00:00
case Item::Command::TYPE_NINEPATCH: {
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
2018-02-24 13:48:22 +00:00
if (!tex) {
// FIXME: Handle textureless ninepatch gracefully
WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
continue;
}
if (tex->width == 0 || tex->height == 0) {
WARN_PRINT("Cannot set empty texture to NinePatch.");
continue;
}
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
Rect2 source = np->source;
if (source.size.x == 0 && source.size.y == 0) {
source.size.x = tex->width;
source.size.y = tex->height;
}
float screen_scale = 1.0;
if (source.size.x != 0 && source.size.y != 0) {
screen_scale = MIN(np->rect.size.x / source.size.x, np->rect.size.y / source.size.y);
screen_scale = MIN(1.0, screen_scale);
}
// prepare vertex buffer
// this buffer contains [ POS POS UV UV ] *
float buffer[16 * 2 + 16 * 2];
{
// first row
buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
// second row
buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
// third row
buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
// fourth row
buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
}
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_CIRCLE: {
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
static const int num_points = 32;
Vector2 points[num_points + 1];
points[num_points] = circle->pos;
int indices[num_points * 3];
for (int j = 0; j < num_points; j++) {
points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
indices[j * 3 + 0] = j;
indices[j * 3 + 1] = (j + 1) % num_points;
indices[j * 3 + 2] = num_points;
}
_bind_canvas_texture(RID(), RID());
_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_POLYGON: {
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
#ifdef GLES_OVER_GL
if (polygon->antialiased) {
glEnable(GL_LINE_SMOOTH);
if (polygon->antialiasing_use_indices) {
_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} else {
_draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
}
glDisable(GL_LINE_SMOOTH);
}
#endif
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_MESH: {
Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
if (mesh_data) {
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
if (s->attribs[k].enabled) {
glEnableVertexAttribArray(k);
glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
} else {
glDisableVertexAttribArray(k);
switch (k) {
case VS::ARRAY_NORMAL: {
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
default: {
}
}
}
}
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
}
for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
glDisableVertexAttribArray(j);
}
}
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_MULTIMESH: {
Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
if (!multi_mesh)
break;
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
if (!mesh_data)
break;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
//reset shader and force rebind
int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
if (amount == -1) {
amount = multi_mesh->size;
}
int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
int color_ofs = multi_mesh->xform_floats;
int custom_data_ofs = color_ofs + multi_mesh->color_floats;
// drawing
const float *base_buffer = multi_mesh->data.ptr();
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
//bind buffers for mesh surface
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
if (s->attribs[k].enabled) {
glEnableVertexAttribArray(k);
glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
} else {
glDisableVertexAttribArray(k);
switch (k) {
case VS::ARRAY_NORMAL: {
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
default: {
}
}
}
}
for (int k = 0; k < amount; k++) {
const float *buffer = base_buffer + k * stride;
{
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
} else {
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
}
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
} else {
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
}
if (multi_mesh->custom_data_floats) {
if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
} else {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
}
}
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
}
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_POLYLINE: {
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
if (pline->triangles.size()) {
_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
#ifdef GLES_OVER_GL
glEnable(GL_LINE_SMOOTH);
if (pline->multiline) {
//needs to be different
} else {
_draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
}
glDisable(GL_LINE_SMOOTH);
#endif
} else {
#ifdef GLES_OVER_GL
if (pline->antialiased)
glEnable(GL_LINE_SMOOTH);
#endif
if (pline->multiline) {
int todo = pline->lines.size() / 2;
int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
int offset = 0;
while (todo) {
int to_draw = MIN(max_per_call, todo);
_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
todo -= to_draw;
offset += to_draw * 2;
}
} else {
_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
}
#ifdef GLES_OVER_GL
if (pline->antialiased)
glDisable(GL_LINE_SMOOTH);
#endif
}
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_PRIMITIVE: {
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
ERR_CONTINUE(primitive->points.size() < 1);
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
Color c = primitive->colors[0];
glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
} else if (primitive->colors.empty()) {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
}
_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
storage->info.render._2d_draw_call_count++;
} break;
case Item::Command::TYPE_TRANSFORM: {
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
state.uniforms.extra_matrix = transform->xform;
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
} break;
case Item::Command::TYPE_PARTICLES: {
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
if (p_current_clip) {
if (ci->ignore != r_reclip) {
if (ci->ignore) {
glDisable(GL_SCISSOR_TEST);
r_reclip = true;
} else {
glEnable(GL_SCISSOR_TEST);
int x = p_current_clip->final_clip_rect.position.x;
int y = storage->frame.current_rt->height - (p_current_clip->final_clip_rect.position.y + p_current_clip->final_clip_rect.size.y);
int w = p_current_clip->final_clip_rect.size.x;
int h = p_current_clip->final_clip_rect.size.y;
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = p_current_clip->final_clip_rect.position.y;
glScissor(x, y, w, h);
r_reclip = false;
}
}
}
2018-06-16 20:55:21 +00:00
} break;
default: {
// FIXME: Proper error handling if relevant
//print_line("other");
} break;
}
}
} // default
break;
}
}
// zero all the batch data ready for a new run
bdata.reset_flush();
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
void RasterizerCanvasGLES2::render_joined_item_commands(const BItemJoined &p_bij, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material, bool p_lit) {
Item *item = 0;
Item *first_item = bdata.item_refs[p_bij.first_item_ref].item;
FillState fill_state;
fill_state.reset();
fill_state.use_hardware_transform = p_bij.use_hardware_transform();
fill_state.extra_matrix_sent = false;
for (unsigned int i = 0; i < p_bij.num_item_refs; i++) {
const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i];
item = ref.item;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
if (!p_lit) {
// if not lit we use the complex calculated final modulate
fill_state.final_modulate = ref.final_modulate;
} else {
// if lit we ignore canvas modulate and just use the item modulate
fill_state.final_modulate = item->final_modulate;
}
int command_count = item->commands.size();
int command_start = 0;
// ONCE OFF fill state setup, that will be retained over multiple calls to
// prefill_joined_item()
fill_state.transform_combined = item->final_transform;
// decide the initial transform mode, and make a backup
// in orig_transform_mode in case we need to switch back
if (!fill_state.use_hardware_transform) {
fill_state.transform_mode = _find_transform_mode(fill_state.transform_combined);
} else {
fill_state.transform_mode = TM_NONE;
}
fill_state.orig_transform_mode = fill_state.transform_mode;
// keep track of when we added an extra matrix
// so we can defer sending until we see a default command
fill_state.transform_extra_command_number_p1 = 0;
while (command_start < command_count) {
// fill as many batches as possible (until all done, or the vertex buffer is full)
bool bFull = prefill_joined_item(fill_state, command_start, item, p_current_clip, r_reclip, p_material);
if (bFull) {
// always pass first item (commands for default are always first item)
flush_render_batches(first_item, p_current_clip, r_reclip, p_material);
fill_state.reset();
}
}
}
// flush if any left
flush_render_batches(first_item, p_current_clip, r_reclip, p_material);
}
void RasterizerCanvasGLES2::flush_render_batches(Item *p_first_item, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material) {
// some heuristic to decide whether to use colored verts.
// feel free to tweak this.
// this could use hysteresis, to prevent jumping between methods
// .. however probably not necessary
bdata.use_colored_vertices = false;
// only check whether to convert if there are quads (prevent divide by zero)
// and we haven't decided to prevent color baking (due to e.g. MODULATE
// being used in a shader)
if (bdata.total_quads && !bdata.prevent_color_baking) {
// minus 1 to prevent single primitives (ratio 1.0) always being converted to colored..
// in that case it is slightly cheaper to just have the color as part of the batch
float ratio = (float)(bdata.total_color_changes - 1) / (float)bdata.total_quads;
// use bigger than or equal so that 0.0 threshold can force always using colored verts
if (ratio >= bdata.settings_colored_vertex_format_threshold) {
bdata.use_colored_vertices = true;
// small perf cost versus going straight to colored verts (maybe around 10%)
// however more straightforward
_batch_translate_to_colored();
}
}
// send buffers to opengl
_batch_upload_buffers();
Item::Command *const *commands = p_first_item->commands.ptr();
#ifdef DEBUG_ENABLED
if (bdata.diagnose_frame) {
diagnose_batches(commands);
}
#endif
render_batches(commands, p_current_clip, r_reclip, p_material);
}
void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material) {
int command_count = p_item->commands.size();
Item::Command *const *commands = p_item->commands.ptr();
// legacy .. just create one massive batch and render everything as before
bdata.batches.reset();
Batch *batch = _batch_request_new();
batch->type = Batch::BT_DEFAULT;
batch->num_commands = command_count;
render_batches(commands, p_current_clip, r_reclip, p_material);
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
void RasterizerCanvasGLES2::record_items(Item *p_item_list, int p_z) {
while (p_item_list) {
BSortItem *s = bdata.sort_items.request_with_grow();
s->item = p_item_list;
s->z_index = p_z;
p_item_list = p_item_list->next;
}
}
void RasterizerCanvasGLES2::sort_items() {
// turned off?
if (!bdata.settings_item_reordering_lookahead) {
return;
}
for (int s = 0; s < bdata.sort_items.size() - 2; s++) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
if (sort_items_from(s)) {
#ifdef DEBUG_ENABLED
bdata.stats_items_sorted++;
#endif
}
}
}
bool RasterizerCanvasGLES2::sort_items_from(int p_start) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V((p_start + 1) >= bdata.sort_items.size(), false)
#endif
const BSortItem &start = bdata.sort_items[p_start];
int start_z = start.z_index;
// check start is the right type for sorting
if (start.item->commands.size() != 1) {
return false;
}
const Item::Command &command_start = *start.item->commands[0];
if (command_start.type != Item::Command::TYPE_RECT) {
return false;
}
BSortItem &second = bdata.sort_items[p_start + 1];
if (second.z_index != start_z) {
// no sorting across z indices (for now)
return false;
}
// if the neighbours are already a good match
if (_sort_items_match(start, second)) // order is crucial, start first
{
return false;
}
// local cached aabb
Rect2 second_AABB = second.item->global_rect_cache;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// if the start and 2nd items overlap, can do no more
if (start.item->global_rect_cache.intersects(second_AABB)) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
return false;
}
// which neighbour to test
int test_last = 2 + bdata.settings_item_reordering_lookahead;
for (int test = 2; test < test_last; test++) {
int test_sort_item_id = p_start + test;
// if we've got to the end of the list, can't sort any more, give up
if (test_sort_item_id >= bdata.sort_items.size()) {
return false;
}
BSortItem *test_sort_item = &bdata.sort_items[test_sort_item_id];
// across z indices?
if (test_sort_item->z_index != start_z) {
return false;
}
Item *test_item = test_sort_item->item;
// if the test item overlaps the second item, we can't swap, AT ALL
// because swapping an item OVER this one would cause artefacts
if (second_AABB.intersects(test_item->global_rect_cache)) {
return false;
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// do they match?
if (!_sort_items_match(start, *test_sort_item)) // order is crucial, start first
{
continue;
}
// we can only swap if there are no AABB overlaps with sandwiched neighbours
bool ok = true;
// start from 2, no need to check 1 as the second has already been checked against this item
// in the intersection test above
for (int sn = 2; sn < test; sn++) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
BSortItem *sandwich_neighbour = &bdata.sort_items[p_start + sn];
if (test_item->global_rect_cache.intersects(sandwich_neighbour->item->global_rect_cache)) {
ok = false;
break;
}
}
if (!ok) {
continue;
}
// it is ok to exchange them!
BSortItem temp;
temp.assign(second);
second.assign(*test_sort_item);
test_sort_item->assign(temp);
return true;
} // for test
return false;
}
void RasterizerCanvasGLES2::join_sorted_items() {
sort_items();
int z = VS::CANVAS_ITEM_Z_MIN;
_render_item_state.item_group_z = z;
for (int s = 0; s < bdata.sort_items.size(); s++) {
const BSortItem &si = bdata.sort_items[s];
Item *ci = si.item;
// change z?
if (si.z_index != z) {
z = si.z_index;
// may not be required
_render_item_state.item_group_z = z;
// if z ranged lights are present, sometimes we have to disable joining over z_indices.
// we do this here.
// Note this restriction may be able to be relaxed with light bitfields, investigate!
if (!bdata.join_across_z_indices) {
_render_item_state.join_batch_break = true;
}
}
bool join;
if (_render_item_state.join_batch_break) {
// always start a new batch for this item
join = false;
// could be another batch break (i.e. prevent NEXT item from joining this)
// so we still need to run try_join_item
// even though we know join is false.
// also we need to run try_join_item for every item because it keeps the state up to date,
// if we didn't run it the state would be out of date.
try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
} else {
join = try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
}
// assume the first item will always return no join
if (!join) {
_render_item_state.joined_item = bdata.items_joined.request_with_grow();
_render_item_state.joined_item->first_item_ref = bdata.item_refs.size();
_render_item_state.joined_item->num_item_refs = 1;
_render_item_state.joined_item->bounding_rect = ci->global_rect_cache;
_render_item_state.joined_item->z_index = z;
// add the reference
BItemRef *r = bdata.item_refs.request_with_grow();
r->item = ci;
// we are storing final_modulate in advance per item reference
// for baking into vertex colors.
// this may not be ideal... as we are increasing the size of item reference,
// but it is stupidly complex to calculate later, which would probably be slower.
r->final_modulate = _render_item_state.final_modulate;
} else {
CRASH_COND(_render_item_state.joined_item == 0);
_render_item_state.joined_item->num_item_refs += 1;
_render_item_state.joined_item->bounding_rect = _render_item_state.joined_item->bounding_rect.merge(ci->global_rect_cache);
BItemRef *r = bdata.item_refs.request_with_grow();
r->item = ci;
r->final_modulate = _render_item_state.final_modulate;
}
} // for s through sort items
}
void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z) {
_render_item_state.item_group_z = p_z;
// join is whether to join to the previous batch.
// batch_break is whether to PREVENT the next batch from joining with us
// batch_break must be preserved over z_indices,
// so is stored in _render_item_state.join_batch_break
// if z ranged lights are present, sometimes we have to disable joining over z_indices.
// we do this here
if (!bdata.join_across_z_indices) {
_render_item_state.join_batch_break = true;
}
while (p_item_list) {
Item *ci = p_item_list;
bool join;
if (_render_item_state.join_batch_break) {
// always start a new batch for this item
join = false;
// could be another batch break (i.e. prevent NEXT item from joining this)
// so we still need to run try_join_item
// even though we know join is false.
// also we need to run try_join_item for every item because it keeps the state up to date,
// if we didn't run it the state would be out of date.
try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
} else {
join = try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
}
// assume the first item will always return no join
if (!join) {
_render_item_state.joined_item = bdata.items_joined.request_with_grow();
_render_item_state.joined_item->first_item_ref = bdata.item_refs.size();
_render_item_state.joined_item->num_item_refs = 1;
_render_item_state.joined_item->bounding_rect = ci->global_rect_cache;
_render_item_state.joined_item->z_index = p_z;
// add the reference
BItemRef *r = bdata.item_refs.request_with_grow();
r->item = ci;
// we are storing final_modulate in advance per item reference
// for baking into vertex colors.
// this may not be ideal... as we are increasing the size of item reference,
// but it is stupidly complex to calculate later, which would probably be slower.
r->final_modulate = _render_item_state.final_modulate;
} else {
CRASH_COND(_render_item_state.joined_item == 0);
_render_item_state.joined_item->num_item_refs += 1;
_render_item_state.joined_item->bounding_rect = _render_item_state.joined_item->bounding_rect.merge(ci->global_rect_cache);
BItemRef *r = bdata.item_refs.request_with_grow();
r->item = ci;
r->final_modulate = _render_item_state.final_modulate;
}
p_item_list = p_item_list->next;
}
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
void RasterizerCanvasGLES2::canvas_end() {
#ifdef DEBUG_ENABLED
if (bdata.diagnose_frame) {
bdata.frame_string += "canvas_end\n";
if (bdata.stats_items_sorted) {
bdata.frame_string += "\titems reordered: " + itos(bdata.stats_items_sorted) + "\n";
}
if (bdata.stats_light_items_joined) {
bdata.frame_string += "\tlight items joined: " + itos(bdata.stats_light_items_joined) + "\n";
}
print_line(bdata.frame_string);
}
#endif
RasterizerCanvasBaseGLES2::canvas_end();
}
void RasterizerCanvasGLES2::canvas_begin() {
// diagnose_frame?
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bdata.frame_string = ""; // just in case, always set this as we don't want a string leak in release...
#ifdef DEBUG_ENABLED
if (bdata.settings_diagnose_frame) {
bdata.diagnose_frame = false;
uint32_t tick = OS::get_singleton()->get_ticks_msec();
uint64_t frame = Engine::get_singleton()->get_frames_drawn();
if (tick >= bdata.next_diagnose_tick) {
bdata.next_diagnose_tick = tick + 10000;
// the plus one is prevent starting diagnosis half way through frame
bdata.diagnose_frame_number = frame + 1;
}
if (frame == bdata.diagnose_frame_number) {
bdata.diagnose_frame = true;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bdata.reset_stats();
}
if (bdata.diagnose_frame) {
bdata.frame_string = "canvas_begin FRAME " + itos(frame) + "\n";
}
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
#endif
RasterizerCanvasBaseGLES2::canvas_begin();
}
void RasterizerCanvasGLES2::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
if (bdata.settings_flash_batching) {
if ((Engine::get_singleton()->get_frames_drawn() % 2) == 0)
bdata.settings_use_batching = true;
else
bdata.settings_use_batching = false;
}
if (!bdata.settings_use_batching) {
return;
}
// this only needs to be done when screen size changes, but this should be
// infrequent enough
_calculate_scissor_threshold_area();
// set up render item state for all the z_indexes (this is common to all z_indexes)
_render_item_state.reset();
_render_item_state.item_group_modulate = p_modulate;
_render_item_state.item_group_light = p_light;
_render_item_state.item_group_base_transform = p_base_transform;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
_render_item_state.light_region.reset();
// batch break must be preserved over the different z indices,
// to prevent joining to an item on a previous index if not allowed
_render_item_state.join_batch_break = false;
// whether to join across z indices depends on whether there are z ranged lights.
// joined z_index items can be wrongly classified with z ranged lights.
bdata.join_across_z_indices = true;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
int light_count = 0;
while (p_light) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
light_count++;
if ((p_light->z_min != VS::CANVAS_ITEM_Z_MIN) || (p_light->z_max != VS::CANVAS_ITEM_Z_MAX)) {
// prevent joining across z indices. This would have caused visual regressions
bdata.join_across_z_indices = false;
}
p_light = p_light->next_ptr;
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// can't use the light region bitfield if there are too many lights
// hopefully most games won't blow this limit..
// if they do they will work but it won't batch join items just in case
if (light_count > 64) {
_render_item_state.light_region.too_many_lights = true;
}
}
void RasterizerCanvasGLES2::canvas_render_items_end() {
if (!bdata.settings_use_batching) {
return;
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
join_sorted_items();
#ifdef DEBUG_ENABLED
if (bdata.diagnose_frame) {
bdata.frame_string += "items\n";
}
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
#endif
// batching render is deferred until after going through all the z_indices, joining all the items
canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
_render_item_state.item_group_light,
_render_item_state.item_group_base_transform);
bdata.items_joined.reset();
bdata.item_refs.reset();
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bdata.sort_items.reset();
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
// stage 1 : join similar items, so that their state changes are not repeated,
// and commands from joined items can be batched together
if (bdata.settings_use_batching) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
record_items(p_item_list, p_z);
return;
}
// only legacy renders at this stage, batched renderer doesn't render until canvas_render_items_end()
canvas_render_items_implementation(p_item_list, p_z, p_modulate, p_light, p_base_transform);
}
void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
// parameters are easier to pass around in a structure
RenderItemState ris;
ris.item_group_z = p_z;
ris.item_group_modulate = p_modulate;
ris.item_group_light = p_light;
ris.item_group_base_transform = p_base_transform;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
state.current_tex = RID();
state.current_tex_ptr = NULL;
state.current_normal = RID();
state.canvas_texscreen_used = false;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
if (bdata.settings_use_batching) {
for (int j = 0; j < bdata.items_joined.size(); j++) {
render_joined_item(bdata.items_joined[j], ris);
}
} else {
while (p_item_list) {
Item *ci = p_item_list;
_canvas_render_item(ci, ris);
p_item_list = p_item_list->next;
}
}
if (ris.current_clip) {
glDisable(GL_SCISSOR_TEST);
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
}
// This function is a dry run of the state changes when drawing the item.
// It should duplicate the logic in _canvas_render_item,
// to decide whether items are similar enough to join
// i.e. no state differences between the 2 items.
bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break) {
// if we set max join items to zero we can effectively prevent any joining, so
// none of the other logic needs to run. Good for testing regression bugs, and
// could conceivably be faster in some games.
if (!bdata.settings_max_join_item_commands) {
return false;
}
// if there are any state changes we change join to false
// we also set r_batch_break to true if we don't want this item joined
r_batch_break = false;
bool join = true;
// light_masked may possibly need state checking here. Check for regressions!
// we will now allow joining even if final modulate is different
// we will instead bake the final modulate into the vertex colors
// if (p_ci->final_modulate != r_ris.final_modulate) {
// join = false;
// r_ris.final_modulate = p_ci->final_modulate;
// }
if (r_ris.current_clip != p_ci->final_clip_owner) {
r_ris.current_clip = p_ci->final_clip_owner;
join = false;
}
// TODO: copy back buffer
if (p_ci->copy_back_buffer) {
join = false;
}
RasterizerStorageGLES2::Skeleton *skeleton = NULL;
{
//skeleton handling
if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
skeleton = storage->skeleton_owner.get(p_ci->skeleton);
if (!skeleton->use_2d) {
skeleton = NULL;
}
}
bool use_skeleton = skeleton != NULL;
if (r_ris.prev_use_skeleton != use_skeleton) {
r_ris.rebind_shader = true;
r_ris.prev_use_skeleton = use_skeleton;
join = false;
}
if (skeleton) {
join = false;
state.using_skeleton = true;
} else {
state.using_skeleton = false;
}
}
Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
RID material = material_owner->material;
RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
join = false;
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
shader_ptr = NULL; // not a canvas item shader, don't use.
}
}
if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture) {
if (!state.canvas_texscreen_used) {
join = false;
}
}
}
r_ris.shader_cache = shader_ptr;
r_ris.canvas_last_material = material;
r_ris.rebind_shader = false;
}
int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
// does the shader contain BUILTINs which should break the batching?
if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
// we will do this same test on the shader during the rendering pass in order to set a bool not to bake vertex colors
// instead of saving this info as it is cheap to calculate
join = false;
r_batch_break = true;
}
}
// we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
// (only in software transform mode)
// This maybe inefficient storing it...
r_ris.final_modulate = unshaded ? p_ci->final_modulate : (p_ci->final_modulate * r_ris.item_group_modulate);
if (r_ris.last_blend_mode != blend_mode) {
join = false;
r_ris.last_blend_mode = blend_mode;
}
if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
// we cannot join lit items easily.
// it is possible, but not if they overlap, because
// a + light_blend + b + light_blend IS NOT THE SAME AS
// a + b + light_blend
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bool light_allow_join = true;
// this is a quick getout if we have turned off light joining
if ((bdata.settings_light_max_join_items == 0) || r_ris.light_region.too_many_lights) {
light_allow_join = false;
} else {
// do light joining...
// first calculate the light bitfield
uint64_t light_bitfield = 0;
uint64_t shadow_bitfield = 0;
Light *light = r_ris.item_group_light;
int light_count = -1;
while (light) {
light_count++;
uint64_t light_bit = 1 << light_count;
// note that as a cost of batching, the light culling will be less effective
if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max) {
// Note that with the above test, it is possible to also include a bound check.
// Tests so far have indicated better performance without it, but there may be reason to change this at a later stage,
// so I leave the line here for reference:
// && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
light_bitfield |= light_bit;
bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
if (has_shadow) {
shadow_bitfield |= light_bit;
}
}
light = light->next_ptr;
}
// now compare to previous
if ((r_ris.light_region.light_bitfield != light_bitfield) || (r_ris.light_region.shadow_bitfield != shadow_bitfield)) {
light_allow_join = false;
r_ris.light_region.light_bitfield = light_bitfield;
r_ris.light_region.shadow_bitfield = shadow_bitfield;
} else {
// only do these checks if necessary
if (join && (!r_batch_break)) {
// we still can't join, even if the lights are exactly the same, if there is overlap between the previous and this item
if (r_ris.joined_item && light_bitfield) {
if ((int)r_ris.joined_item->num_item_refs <= bdata.settings_light_max_join_items) {
for (uint32_t r = 0; r < r_ris.joined_item->num_item_refs; r++) {
Item *pRefItem = bdata.item_refs[r_ris.joined_item->first_item_ref + r].item;
if (p_ci->global_rect_cache.intersects(pRefItem->global_rect_cache)) {
light_allow_join = false;
break;
}
}
#ifdef DEBUG_ENABLED
if (light_allow_join) {
bdata.stats_light_items_joined++;
}
#endif
} // if below max join items
else {
// just don't allow joining if above overlap check max items
light_allow_join = false;
}
}
} // if not batch broken already (no point in doing expensive overlap tests if not needed)
} // if bitfields don't match
} // if do light joining
if (!light_allow_join) {
// can't join
join = false;
// we also dont want to allow joining this item with the next item, because the next item could have no lights!
r_batch_break = true;
}
} else {
// can't join the next item if it has any lights as it will be by definition affected by different set of lights
r_ris.light_region.light_bitfield = 0;
r_ris.light_region.shadow_bitfield = 0;
}
if (reclip) {
join = false;
}
// non rects will break the batching anyway, we don't want to record item changes, detect this
if (!r_batch_break && _detect_batch_break(p_ci)) {
join = false;
r_batch_break = true;
}
return join;
}
bool RasterizerCanvasGLES2::_detect_batch_break(Item *p_ci) {
int command_count = p_ci->commands.size();
// Any item that contains commands that are default
// (i.e. not handled by software transform and the batching renderer) should not be joined.
// In order to work this out, it does a lookahead through the commands,
// which could potentially be very expensive. As such it makes sense to put a limit on this
// to some small number, which will catch nearly all cases which need joining,
// but not be overly expensive in the case of items with large numbers of commands.
// It is hard to know what this number should be, empirically,
// and this has not been fully investigated. It works to join single sprite items when set to 1 or above.
// Note that there is a cost to increasing this because it has to look in advance through
// the commands.
// On the other hand joining items where possible will usually be better up to a certain
// number where the cost of software transform is higher than separate drawcalls with hardware
// transform.
// if there are more than this number of commands in the item, we
// don't allow joining (separate state changes, and hardware transform)
// This is set to quite a conservative (low) number until investigated properly.
// const int MAX_JOIN_ITEM_COMMANDS = 16;
if (command_count > bdata.settings_max_join_item_commands) {
return true;
} else {
Item::Command *const *commands = p_ci->commands.ptr();
// do as many commands as possible until the vertex buffer will be full up
for (int command_num = 0; command_num < command_count; command_num++) {
Item::Command *command = commands[command_num];
CRASH_COND(!command);
switch (command->type) {
default: {
return true;
} break;
case Item::Command::TYPE_RECT:
case Item::Command::TYPE_TRANSFORM: {
} break;
} // switch
} // for through commands
} // else
return false;
}
// Legacy non-batched implementation for regression testing.
// Should be removed after testing phase to avoid duplicate codepaths.
void RasterizerCanvasGLES2::_canvas_render_item(Item *p_ci, RenderItemState &r_ris) {
storage->info.render._2d_item_count++;
if (r_ris.current_clip != p_ci->final_clip_owner) {
r_ris.current_clip = p_ci->final_clip_owner;
if (r_ris.current_clip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = r_ris.current_clip->final_clip_rect.position.y;
glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
// TODO: copy back buffer
2018-02-24 13:48:22 +00:00
if (p_ci->copy_back_buffer) {
if (p_ci->copy_back_buffer->full) {
_copy_texscreen(Rect2());
} else {
_copy_texscreen(p_ci->copy_back_buffer->rect);
}
}
RasterizerStorageGLES2::Skeleton *skeleton = NULL;
{
//skeleton handling
if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
skeleton = storage->skeleton_owner.get(p_ci->skeleton);
if (!skeleton->use_2d) {
skeleton = NULL;
} else {
state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
}
}
bool use_skeleton = skeleton != NULL;
if (r_ris.prev_use_skeleton != use_skeleton) {
r_ris.rebind_shader = true;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
r_ris.prev_use_skeleton = use_skeleton;
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
state.using_skeleton = false;
}
}
Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
RID material = material_owner->material;
RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
shader_ptr = NULL; // not a canvas item shader, don't use.
}
}
if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture) {
if (!state.canvas_texscreen_used) {
//copy if not copied before
_copy_texscreen(Rect2());
// blend mode will have been enabled so make sure we disable it again later on
//last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
if (shader_ptr != r_ris.shader_cache) {
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
}
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
}
int tc = material_ptr->textures.size();
Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
if (!t) {
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} break;
2019-01-05 15:56:54 +00:00
}
continue;
}
if (t->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
t = t->get_ptr();
#ifdef TOOLS_ENABLED
if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
t->detect_normal(t->detect_normal_ud);
}
#endif
if (t->render_target)
t->render_target->used_in_frame = true;
glBindTexture(t->target, t->tex_id);
}
} else {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
state.canvas_shader.use_material((void *)material_ptr);
r_ris.shader_cache = shader_ptr;
r_ris.canvas_last_material = material;
r_ris.rebind_shader = false;
}
int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
if (r_ris.last_blend_mode != blend_mode) {
switch (blend_mode) {
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
} else {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
}
}
state.uniforms.final_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
state.uniforms.modelview_matrix = p_ci->final_transform;
state.uniforms.extra_matrix = Transform2D();
_set_uniforms();
if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked))
_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr);
r_ris.rebind_shader = true; // hacked in for now.
if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
Light *light = r_ris.item_group_light;
bool light_used = false;
VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
state.uniforms.final_modulate = p_ci->final_modulate; // remove the canvas modulate
while (light) {
if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
//intersects this light
if (!light_used || mode != light->mode) {
mode = light->mode;
switch (mode) {
case VS::CANVAS_LIGHT_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_MIX:
case VS::CANVAS_LIGHT_MODE_MASK: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
}
if (!light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
light_used = true;
}
bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
if (has_shadow) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
}
state.canvas_shader.bind();
state.using_light = light;
state.using_shadow = has_shadow;
//always re-set uniforms, since light parameters changed
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr); //redraw using light
state.using_light = NULL;
}
light = light->next_ptr;
}
if (light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
state.canvas_shader.bind();
r_ris.last_blend_mode = -1;
/*
//this is set again, so it should not be needed anyway?
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
ci->final_modulate.r * p_modulate.r,
ci->final_modulate.g * p_modulate.g,
ci->final_modulate.b * p_modulate.b,
ci->final_modulate.a * p_modulate.a );
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//@TODO RESET canvas_blend_mode
*/
}
}
if (reclip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = r_ris.current_clip->final_clip_rect.position.y;
glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
}
}
void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris) {
storage->info.render._2d_item_count++;
#ifdef DEBUG_ENABLED
if (bdata.diagnose_frame) {
bdata.frame_string += "\tjoined_item " + itos(p_bij.num_item_refs) + " refs\n";
if (p_bij.z_index != 0) {
bdata.frame_string += "\t\t(z " + itos(p_bij.z_index) + ")\n";
}
}
#endif
// this must be reset for each joined item,
// it only exists to prevent capturing the screen more than once per item
state.canvas_texscreen_used = false;
// all the joined items will share the same state with the first item
Item *ci = bdata.item_refs[p_bij.first_item_ref].item;
if (r_ris.current_clip != ci->final_clip_owner) {
r_ris.current_clip = ci->final_clip_owner;
if (r_ris.current_clip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
2018-06-16 20:55:21 +00:00
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = r_ris.current_clip->final_clip_rect.position.y;
glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
// TODO: copy back buffer
if (ci->copy_back_buffer) {
if (ci->copy_back_buffer->full) {
_copy_texscreen(Rect2());
} else {
_copy_texscreen(ci->copy_back_buffer->rect);
}
}
RasterizerStorageGLES2::Skeleton *skeleton = NULL;
{
//skeleton handling
if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
skeleton = storage->skeleton_owner.get(ci->skeleton);
if (!skeleton->use_2d) {
skeleton = NULL;
} else {
state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
}
}
bool use_skeleton = skeleton != NULL;
if (r_ris.prev_use_skeleton != use_skeleton) {
r_ris.rebind_shader = true;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
r_ris.prev_use_skeleton = use_skeleton;
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
state.using_skeleton = false;
}
}
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
shader_ptr = NULL; // not a canvas item shader, don't use.
}
}
if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture) {
if (!state.canvas_texscreen_used) {
//copy if not copied before
_copy_texscreen(Rect2());
// blend mode will have been enabled so make sure we disable it again later on
//last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
if (shader_ptr != r_ris.shader_cache) {
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
}
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
}
int tc = material_ptr->textures.size();
Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
if (!t) {
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} break;
}
continue;
}
if (t->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
t = t->get_ptr();
#ifdef TOOLS_ENABLED
if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
t->detect_normal(t->detect_normal_ud);
}
#endif
if (t->render_target)
t->render_target->used_in_frame = true;
glBindTexture(t->target, t->tex_id);
}
} else {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
state.canvas_shader.use_material((void *)material_ptr);
r_ris.shader_cache = shader_ptr;
r_ris.canvas_last_material = material;
r_ris.rebind_shader = false;
}
int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
// does the shader contain BUILTINs which break the batching and should prevent color baking?
bdata.prevent_color_baking = false;
if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
bdata.prevent_color_baking = true;
}
}
if (r_ris.last_blend_mode != blend_mode) {
switch (blend_mode) {
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
} else {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
}
}
// using software transform
if (!p_bij.use_hardware_transform()) {
state.uniforms.modelview_matrix = Transform2D();
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// final_modulate will be baked per item ref so the final_modulate can be an identity color
state.uniforms.final_modulate = Color(1, 1, 1, 1);
} else {
state.uniforms.modelview_matrix = ci->final_transform;
// could use the stored version of final_modulate in item ref? Test which is faster NYI
state.uniforms.final_modulate = unshaded ? ci->final_modulate : (ci->final_modulate * r_ris.item_group_modulate);
}
state.uniforms.extra_matrix = Transform2D();
_set_uniforms();
if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false);
r_ris.rebind_shader = true; // hacked in for now.
if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
Light *light = r_ris.item_group_light;
bool light_used = false;
VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// we leave this set to 1, 1, 1, 1 if using software because the colors are baked into the vertices
if (p_bij.use_hardware_transform()) {
state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
}
while (light) {
// use the bounding rect of the joined items, NOT only the bounding rect of the first item.
// note this is a cost of batching, the light culling will be less effective
// note that the r_ris.item_group_z will be out of date because we are using deferred rendering till canvas_render_items_end()
// so we have to test z against the stored value in the joined item
if (ci->light_mask & light->item_mask && p_bij.z_index >= light->z_min && p_bij.z_index <= light->z_max && p_bij.bounding_rect.intersects_transformed(light->xform_cache, light->rect_cache)) {
//intersects this light
if (!light_used || mode != light->mode) {
mode = light->mode;
switch (mode) {
case VS::CANVAS_LIGHT_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_MIX:
case VS::CANVAS_LIGHT_MODE_MASK: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
}
if (!light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
light_used = true;
}
bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
if (has_shadow) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
}
state.canvas_shader.bind();
state.using_light = light;
state.using_shadow = has_shadow;
//always re-set uniforms, since light parameters changed
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
// redraw using light.
// if there is no clip item, we can consider scissoring to the intersection area between the light and the item
// this can greatly reduce fill rate ..
// at the cost of glScissor commands, so is optional
if (!bdata.settings_scissor_lights || r_ris.current_clip) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true);
} else {
bool scissor = _light_scissor_begin(p_bij.bounding_rect, light->xform_cache, light->rect_cache);
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true);
if (scissor) {
glDisable(GL_SCISSOR_TEST);
}
}
state.using_light = NULL;
}
light = light->next_ptr;
}
if (light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
state.canvas_shader.bind();
r_ris.last_blend_mode = -1;
/*
//this is set again, so it should not be needed anyway?
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
ci->final_modulate.r * p_modulate.r,
ci->final_modulate.g * p_modulate.g,
ci->final_modulate.b * p_modulate.b,
ci->final_modulate.a * p_modulate.a );
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//@TODO RESET canvas_blend_mode
*/
}
}
if (reclip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = r_ris.current_clip->final_clip_rect.position.y;
glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
}
}
bool RasterizerCanvasGLES2::_light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const {
// transform light to world space (note this is done in the earlier intersection test, so could
// be made more efficient)
Vector2 pts[4] = {
p_light_xform.xform(p_light_rect.position),
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y)),
p_light_xform.xform(Vector2(p_light_rect.position.x, p_light_rect.position.y + p_light_rect.size.y)),
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y + p_light_rect.size.y)),
};
// calculate the light bound rect in world space
Rect2 lrect(pts[0].x, pts[0].y, 0, 0);
for (int n = 1; n < 4; n++) {
lrect.expand_to(pts[n]);
}
// intersection between the 2 rects
// they should probably always intersect, because of earlier check, but just in case...
if (!p_item_rect.intersects(lrect))
return false;
// note this does almost the same as Rect2.clip but slightly more efficient for our use case
r_cliprect.position.x = MAX(p_item_rect.position.x, lrect.position.x);
r_cliprect.position.y = MAX(p_item_rect.position.y, lrect.position.y);
Point2 item_rect_end = p_item_rect.position + p_item_rect.size;
Point2 lrect_end = lrect.position + lrect.size;
r_cliprect.size.x = MIN(item_rect_end.x, lrect_end.x) - r_cliprect.position.x;
r_cliprect.size.y = MIN(item_rect_end.y, lrect_end.y) - r_cliprect.position.y;
return true;
}
bool RasterizerCanvasGLES2::_light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const {
float area_item = p_item_rect.size.x * p_item_rect.size.y; // double check these are always positive
// quick reject .. the area of pixels saved can never be more than the area of the item
if (area_item < bdata.scissor_threshold_area) {
return false;
}
Rect2 cliprect;
if (!_light_find_intersection(p_item_rect, p_light_xform, p_light_rect, cliprect)) {
// should not really occur .. but just in case
cliprect = Rect2(0, 0, 0, 0);
} else {
// some conditions not to scissor
// determine the area (fill rate) that will be saved
float area_cliprect = cliprect.size.x * cliprect.size.y;
float area_saved = area_item - area_cliprect;
// if area saved is too small, don't scissor
if (area_saved < bdata.scissor_threshold_area) {
return false;
}
}
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (cliprect.position.y + cliprect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = cliprect.position.y;
glScissor(cliprect.position.x, y, cliprect.size.width, cliprect.size.height);
return true;
}
void RasterizerCanvasGLES2::_calculate_scissor_threshold_area() {
if (!bdata.settings_scissor_lights) {
return;
}
// scissor area threshold is 0.0 to 1.0 in the settings for ease of use.
// we need to translate to an absolute area to determine quickly whether
// to scissor.
if (bdata.settings_scissor_threshold < 0.0001f) {
bdata.scissor_threshold_area = -1.0f; // will always pass
} else {
// in pixels
int w = storage->frame.current_rt->width;
int h = storage->frame.current_rt->height;
int screen_area = w * h;
bdata.scissor_threshold_area = bdata.settings_scissor_threshold * screen_area;
}
}
void RasterizerCanvasGLES2::initialize() {
RasterizerCanvasBaseGLES2::initialize();
bdata.settings_use_batching = GLOBAL_GET("rendering/gles2/batching/use_batching");
bdata.settings_max_join_item_commands = GLOBAL_GET("rendering/gles2/batching/max_join_item_commands");
bdata.settings_colored_vertex_format_threshold = GLOBAL_GET("rendering/gles2/batching/colored_vertex_format_threshold");
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bdata.settings_item_reordering_lookahead = GLOBAL_GET("rendering/gles2/batching/item_reordering_lookahead");
bdata.settings_light_max_join_items = GLOBAL_GET("rendering/gles2/batching/light_max_join_items");
bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/gles2/batching/single_rect_fallback");
// we can use the threshold to determine whether to turn scissoring off or on
bdata.settings_scissor_threshold = GLOBAL_GET("rendering/gles2/batching/light_scissor_area_threshold");
if (bdata.settings_scissor_threshold > 0.999f) {
bdata.settings_scissor_lights = false;
} else {
bdata.settings_scissor_lights = true;
}
// The sweet spot on my desktop for cache is actually smaller than the max, and this
// is the default. This saves memory too so we will use it for now, needs testing to see whether this varies according
// to device / platform.
bdata.settings_batch_buffer_num_verts = GLOBAL_GET("rendering/gles2/batching/batch_buffer_size");
// override the use_batching setting in the editor
// (note that if the editor can't start, you can't change the use_batching project setting!)
if (Engine::get_singleton()->is_editor_hint()) {
bool use_in_editor = GLOBAL_GET("rendering/gles2/debug/use_batching_in_editor");
bdata.settings_use_batching = use_in_editor;
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
// fix some settings in the editor, as the performance not worth the risk
bdata.settings_use_single_rect_fallback = false;
}
// if we are using batching, we will purposefully disable the nvidia workaround.
// This is because the only reason to use the single rect fallback is the approx 2x speed
// of the uniform drawing technique. If we used nvidia workaround, speed would be
// approx equal to the batcher drawing technique (indexed primitive + VB).
if (bdata.settings_use_batching) {
use_nvidia_rect_workaround = false;
}
// For debugging, if flash is set in project settings, it will flash on alternate frames
// between the non-batched renderer and the batched renderer,
// in order to find regressions.
// This should not be used except during development.
// make a note of the original choice in case we are flashing on and off the batching
bdata.settings_use_batching_original_choice = bdata.settings_use_batching;
bdata.settings_flash_batching = GLOBAL_GET("rendering/gles2/debug/flash_batching");
if (!bdata.settings_use_batching) {
// no flash when batching turned off
bdata.settings_flash_batching = false;
}
// frame diagnosis. print out the batches every nth frame
bdata.settings_diagnose_frame = false;
if (!Engine::get_singleton()->is_editor_hint() && bdata.settings_use_batching) {
bdata.settings_diagnose_frame = GLOBAL_GET("rendering/gles2/debug/diagnose_frame");
}
// the maximum num quads in a batch is limited by GLES2. We can have only 16 bit indices,
// which means we can address a vertex buffer of max size 65535. 4 vertices are needed per quad.
// Note this determines the memory use by the vertex buffer vector. max quads (65536/4)-1
// but can be reduced to save memory if really required (will result in more batches though)
const int max_possible_quads = (65536 / 4) - 1;
const int min_possible_quads = 8; // some reasonable small value
// value from project settings
int max_quads = bdata.settings_batch_buffer_num_verts / 4;
// sanity checks
max_quads = CLAMP(max_quads, min_possible_quads, max_possible_quads);
bdata.settings_max_join_item_commands = CLAMP(bdata.settings_max_join_item_commands, 0, 65535);
bdata.settings_colored_vertex_format_threshold = CLAMP(bdata.settings_colored_vertex_format_threshold, 0.0f, 1.0f);
bdata.settings_scissor_threshold = CLAMP(bdata.settings_scissor_threshold, 0.0f, 1.0f);
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
bdata.settings_light_max_join_items = CLAMP(bdata.settings_light_max_join_items, 0, 65535);
bdata.settings_item_reordering_lookahead = CLAMP(bdata.settings_item_reordering_lookahead, 0, 65535);
// for debug purposes, output a string with the batching options
String batching_options_string = "OpenGL ES 2.0 Batching: ";
if (bdata.settings_use_batching) {
GLES2 2D batching - item reordering, light joining and light modulate fix Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test. In situation with item: A-B-A providing the third item does not overlap the second, they can be reordered: A-A-B Items already contain an AABB which can be used for this overlap test. 1) To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0). 2) This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps. In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful. This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off. 3) The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided. 4) This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects). 5) This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-04-29 07:24:43 +00:00
batching_options_string += "ON";
if (OS::get_singleton()->is_stdout_verbose()) {
batching_options_string += "\n\tOPTIONS\n";
batching_options_string += "\tmax_join_item_commands " + itos(bdata.settings_max_join_item_commands) + "\n";
batching_options_string += "\tcolored_vertex_format_threshold " + String(Variant(bdata.settings_colored_vertex_format_threshold)) + "\n";
batching_options_string += "\tbatch_buffer_size " + itos(bdata.settings_batch_buffer_num_verts) + "\n";
batching_options_string += "\tlight_scissor_area_threshold " + String(Variant(bdata.settings_scissor_threshold)) + "\n";
batching_options_string += "\titem_reordering_lookahead " + itos(bdata.settings_item_reordering_lookahead) + "\n";
batching_options_string += "\tlight_max_join_items " + itos(bdata.settings_light_max_join_items) + "\n";
batching_options_string += "\tsingle_rect_fallback " + String(Variant(bdata.settings_use_single_rect_fallback)) + "\n";
batching_options_string += "\tdebug_flash " + String(Variant(bdata.settings_flash_batching)) + "\n";
batching_options_string += "\tdiagnose_frame " + String(Variant(bdata.settings_diagnose_frame));
}
print_line(batching_options_string);
}
// special case, for colored vertex format threshold.
// as the comparison is >=, we want to be able to totally turn on or off
// conversion to colored vertex format at the extremes, so we will force
// 1.0 to be just above 1.0
if (bdata.settings_colored_vertex_format_threshold > 0.995f) {
bdata.settings_colored_vertex_format_threshold = 1.01f;
}
// save memory when batching off
if (!bdata.settings_use_batching) {
max_quads = 0;
}
uint32_t sizeof_batch_vert = sizeof(BatchVertex);
bdata.max_quads = max_quads;
// 4 verts per quad
bdata.vertex_buffer_size_units = max_quads * 4;
// the index buffer can be longer than 65535, only the indices need to be within this range
bdata.index_buffer_size_units = max_quads * 6;
// this comes out at approx 64K for non-colored vertex buffer, and 128K for colored vertex buffer
bdata.vertex_buffer_size_bytes = bdata.vertex_buffer_size_units * sizeof_batch_vert;
bdata.index_buffer_size_bytes = bdata.index_buffer_size_units * 2; // 16 bit inds
// create equal number of norma and colored verts (as the normal may need to be translated to colored)
bdata.vertices.create(bdata.vertex_buffer_size_units); // 512k
bdata.vertices_colored.create(bdata.vertices.max_size()); // 1024k
// num batches will be auto increased dynamically if required
bdata.batches.create(1024);
bdata.batches_temp.create(bdata.batches.max_size());
// batch textures can also be increased dynamically
bdata.batch_textures.create(32);
// just reserve some space (may not be needed as we are orphaning, but hey ho)
glGenBuffers(1, &bdata.gl_vertex_buffer);
if (bdata.vertex_buffer_size_bytes) {
glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, bdata.vertex_buffer_size_bytes, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
2018-10-02 13:53:24 +00:00
// pre fill index buffer, the indices never need to change so can be static
glGenBuffers(1, &bdata.gl_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
Vector<uint16_t> indices;
indices.resize(bdata.index_buffer_size_units);
for (int q = 0; q < max_quads; q++) {
int i_pos = q * 6; // 6 inds per quad
int q_pos = q * 4; // 4 verts per quad
indices.set(i_pos, q_pos);
indices.set(i_pos + 1, q_pos + 1);
indices.set(i_pos + 2, q_pos + 2);
indices.set(i_pos + 3, q_pos);
indices.set(i_pos + 4, q_pos + 2);
indices.set(i_pos + 5, q_pos + 3);
// we can only use 16 bit indices in GLES2!
#ifdef DEBUG_ENABLED
CRASH_COND((q_pos + 3) > 65535);
#endif
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bdata.index_buffer_size_bytes, &indices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} // only if there is a vertex buffer (batching is on)
}
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
bdata.settings_use_batching = false;
}