Remove cap on number of items drawn in frame in 2D gl_compatibility render
Also clean up some names to make the overall organization more clear Also remove cap on items per batch
This commit is contained in:
parent
218bef90af
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0b28c1f8ed
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@ -113,16 +113,19 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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// Clear out any state that may have been left from the 3D pass.
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reset_canvas();
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if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
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if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
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GLint syncStatus;
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glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
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glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
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if (syncStatus == GL_UNSIGNALED) {
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// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
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if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
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if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
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#ifndef WEB_ENABLED
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// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
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glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
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glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms
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#endif
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state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
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glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
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state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
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} else {
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// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
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// Allocate a new buffer and use that.
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@ -130,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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}
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} else {
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// Already finished all rendering commands, we can use it.
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state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
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glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
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state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
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state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
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glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
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state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
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}
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}
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@ -279,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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}
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if (light_count > 0) {
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glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
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#ifdef WEB_ENABLED
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
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@ -361,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
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glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
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GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
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@ -395,7 +398,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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Item *ci = p_item_list;
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Item *canvas_group_owner = nullptr;
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uint32_t starting_index = 0;
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state.last_item_index = 0;
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while (ci) {
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if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
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@ -454,7 +457,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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update_skeletons = false;
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}
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// Canvas group begins here, render until before this item
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
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item_count = 0;
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if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
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@ -485,7 +488,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
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item_count = 0;
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if (ci->canvas_group->blur_mipmaps) {
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@ -504,7 +507,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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}
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//render anything pending, including clearing if no items
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
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item_count = 0;
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texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
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@ -530,7 +533,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
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//then reset
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item_count = 0;
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}
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@ -542,14 +545,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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RenderingServerDefault::redraw_request();
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}
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state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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// Clear out state used in 2D pass
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reset_canvas();
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state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
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state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
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state.current_instance_buffer_index = 0;
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}
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void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer) {
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void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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canvas_begin(p_to_render_target, p_to_backbuffer);
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@ -565,17 +569,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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// Record Batches.
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// First item always forms its own batch.
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bool batch_broken = false;
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_new_batch(batch_broken, index);
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_new_batch(batch_broken);
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// Override the start position and index as we want to start from where we finished off last time.
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state.canvas_instance_batches[state.current_batch_index].start = r_last_index;
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state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
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index = 0;
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for (int i = 0; i < p_item_count; i++) {
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Item *ci = items[i];
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if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
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_new_batch(batch_broken, index);
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_new_batch(batch_broken);
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state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
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current_clip = ci->final_clip_owner;
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}
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@ -599,7 +603,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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GLES3::CanvasShaderData *shader_data_cache = nullptr;
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if (material != state.canvas_instance_batches[state.current_batch_index].material) {
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_new_batch(batch_broken, index);
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_new_batch(batch_broken);
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GLES3::CanvasMaterialData *material_data = nullptr;
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if (material.is_valid()) {
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@ -629,12 +633,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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}
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// Copy over all data needed for rendering.
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glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
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glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
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#ifdef WEB_ENABLED
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glBufferSubData(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
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glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
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#else
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// On Desktop and mobile we map the memory without synchronizing for maximum speed.
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void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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#endif
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@ -757,14 +761,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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r_last_index += index;
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state.last_item_index += index;
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}
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void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
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RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
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if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
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}
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@ -772,7 +776,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
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if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
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}
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@ -816,7 +820,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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bool lights_disabled = light_count == 0 && !state.using_directional_lights;
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if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
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}
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@ -864,7 +868,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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}
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if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
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state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
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}
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@ -874,12 +878,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
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if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
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}
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if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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@ -969,7 +973,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
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if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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@ -1034,7 +1038,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
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// Polygon's can't be batched, so always create a new batch
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
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@ -1061,7 +1065,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
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if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
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state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
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@ -1086,10 +1090,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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if (primitive->point_count == 4) {
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// Reset base data.
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_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
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state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
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state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
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state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
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_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
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for (uint32_t j = 0; j < 3; j++) {
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int offset = j == 0 ? 0 : 1;
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@ -1111,7 +1112,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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case Item::Command::TYPE_MULTIMESH:
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case Item::Command::TYPE_PARTICLES: {
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// Mesh's can't be batched, so always create a new batch
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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Color modulate(1, 1, 1, 1);
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
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@ -1183,7 +1184,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
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if (current_clip) {
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if (ci->ignore != reclip) {
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_new_batch(r_batch_broken, r_index);
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_new_batch(r_batch_broken);
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if (ci->ignore) {
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state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
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reclip = true;
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@ -1227,7 +1228,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
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case Item::Command::TYPE_RECT:
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||||
case Item::Command::TYPE_NINEPATCH: {
|
||||
glBindVertexArray(data.indexed_quad_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
|
||||
uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
|
||||
_enable_attributes(range_start, false);
|
||||
|
||||
|
@ -1243,7 +1244,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
|
|||
ERR_FAIL_COND(!pb);
|
||||
|
||||
glBindVertexArray(pb->vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
|
||||
|
||||
uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
|
||||
_enable_attributes(range_start, false);
|
||||
|
@ -1267,7 +1268,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
|
|||
|
||||
case Item::Command::TYPE_PRIMITIVE: {
|
||||
glBindVertexArray(data.canvas_quad_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
|
||||
uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
|
||||
_enable_attributes(range_start, true);
|
||||
|
||||
|
@ -1370,7 +1371,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
|
|||
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
|
||||
bool use_index_buffer = false;
|
||||
glBindVertexArray(vertex_array_gl);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
|
||||
|
||||
uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
|
||||
_enable_attributes(range_start, false, instance_count);
|
||||
|
@ -1427,20 +1428,30 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
|
|||
}
|
||||
|
||||
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
|
||||
if (r_index >= data.max_instances_per_buffer - 1) {
|
||||
ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
|
||||
return;
|
||||
}
|
||||
|
||||
if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
|
||||
_new_batch(r_batch_broken, r_index);
|
||||
}
|
||||
|
||||
state.canvas_instance_batches[state.current_batch_index].instance_count++;
|
||||
r_index++;
|
||||
if (r_index >= data.max_instances_per_buffer) {
|
||||
// Copy over all data needed for rendering right away
|
||||
// then go back to recording item commands.
|
||||
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
|
||||
#ifdef WEB_ENABLED
|
||||
glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
|
||||
#else
|
||||
// On Desktop and mobile we map the memory without synchronizing for maximum speed.
|
||||
void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
#endif
|
||||
_allocate_instance_buffer();
|
||||
r_index = 0;
|
||||
state.last_item_index = 0;
|
||||
r_batch_broken = false; // Force a new batch to be created
|
||||
_new_batch(r_batch_broken);
|
||||
state.canvas_instance_batches[state.current_batch_index].start = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
|
||||
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
|
||||
if (state.canvas_instance_batches.size() == 0) {
|
||||
state.canvas_instance_batches.push_back(Batch());
|
||||
return;
|
||||
|
@ -1456,7 +1467,7 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
|
|||
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
|
||||
new_batch.instance_count = 0;
|
||||
new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
|
||||
|
||||
new_batch.instance_buffer_index = state.current_instance_buffer_index;
|
||||
state.current_batch_index++;
|
||||
state.canvas_instance_batches.push_back(new_batch);
|
||||
}
|
||||
|
@ -2433,17 +2444,35 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
|
|||
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
|
||||
|
||||
state.current_buffer = (state.current_buffer + 1);
|
||||
state.current_data_buffer_index = (state.current_data_buffer_index + 1);
|
||||
DataBuffer db;
|
||||
db.buffer = new_buffers[0];
|
||||
db.instance_buffers.push_back(new_buffers[0]);
|
||||
db.light_ubo = new_buffers[1];
|
||||
db.state_ubo = new_buffers[2];
|
||||
db.last_frame_used = RSG::rasterizer->get_frame_number();
|
||||
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
|
||||
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
|
||||
state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
|
||||
state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
void RasterizerCanvasGLES3::_allocate_instance_buffer() {
|
||||
state.current_instance_buffer_index++;
|
||||
|
||||
if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
|
||||
// We already allocated another buffer in a previous frame, so we can just use it.
|
||||
return;
|
||||
}
|
||||
|
||||
GLuint new_buffer;
|
||||
glGenBuffers(1, &new_buffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
|
||||
|
||||
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void RasterizerCanvasGLES3::set_time(double p_time) {
|
||||
state.time = p_time;
|
||||
|
@ -2586,14 +2615,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|||
int uniform_max_size = config->max_uniform_buffer_size;
|
||||
if (uniform_max_size < 65536) {
|
||||
data.max_lights_per_render = 64;
|
||||
data.max_instances_per_batch = 128;
|
||||
} else {
|
||||
data.max_lights_per_render = 256;
|
||||
data.max_instances_per_batch = 2048;
|
||||
}
|
||||
|
||||
// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
|
||||
data.max_instances_per_buffer = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
|
||||
data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
|
||||
data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
|
||||
state.canvas_instance_data_buffers.resize(3);
|
||||
state.canvas_instance_batches.reserve(200);
|
||||
|
@ -2611,7 +2638,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|||
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
|
||||
DataBuffer db;
|
||||
db.buffer = new_buffers[0];
|
||||
db.instance_buffers.push_back(new_buffers[0]);
|
||||
db.light_ubo = new_buffers[1];
|
||||
db.state_ubo = new_buffers[2];
|
||||
db.last_frame_used = 0;
|
||||
|
@ -2638,7 +2665,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|||
String global_defines;
|
||||
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
|
||||
global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
|
||||
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
|
||||
|
||||
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
|
||||
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
|
||||
|
|
|
@ -247,7 +247,6 @@ public:
|
|||
|
||||
uint32_t max_lights_per_render = 256;
|
||||
uint32_t max_lights_per_item = 16;
|
||||
uint32_t max_instances_per_batch = 512;
|
||||
uint32_t max_instances_per_buffer = 16384;
|
||||
uint32_t max_instance_buffer_size = 16384 * 128;
|
||||
} data;
|
||||
|
@ -256,6 +255,7 @@ public:
|
|||
// Position in the UBO measured in bytes
|
||||
uint32_t start = 0;
|
||||
uint32_t instance_count = 0;
|
||||
uint32_t instance_buffer_index = 0;
|
||||
|
||||
RID tex;
|
||||
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
|
||||
|
@ -281,7 +281,7 @@ public:
|
|||
// We track them and ensure that they don't get reused until at least 2 frames have passed
|
||||
// to avoid the GPU stalling to wait for a resource to become available.
|
||||
struct DataBuffer {
|
||||
GLuint buffer = 0;
|
||||
Vector<GLuint> instance_buffers;
|
||||
GLuint light_ubo = 0;
|
||||
GLuint state_ubo = 0;
|
||||
uint64_t last_frame_used = -3;
|
||||
|
@ -291,9 +291,10 @@ public:
|
|||
struct State {
|
||||
LocalVector<DataBuffer> canvas_instance_data_buffers;
|
||||
LocalVector<Batch> canvas_instance_batches;
|
||||
uint32_t current_buffer = 0;
|
||||
uint32_t current_buffer_index = 0;
|
||||
uint32_t current_data_buffer_index = 0;
|
||||
uint32_t current_instance_buffer_index = 0;
|
||||
uint32_t current_batch_index = 0;
|
||||
uint32_t last_item_index = 0;
|
||||
|
||||
InstanceData *instance_data_array = nullptr;
|
||||
|
||||
|
@ -354,14 +355,14 @@ public:
|
|||
void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
|
||||
|
||||
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
|
||||
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer = false);
|
||||
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
|
||||
void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used);
|
||||
void _render_batch(Light *p_lights, uint32_t p_index);
|
||||
bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
|
||||
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
|
||||
void _new_batch(bool &r_batch_broken);
|
||||
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
|
||||
void _allocate_instance_data_buffer();
|
||||
void _align_instance_data_buffer(uint32_t &r_index);
|
||||
void _allocate_instance_buffer();
|
||||
void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);
|
||||
|
||||
void set_time(double p_time);
|
||||
|
|
|
@ -2875,7 +2875,7 @@ void RenderingServer::init() {
|
|||
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
|
||||
|
||||
// Number of commands that can be drawn per frame.
|
||||
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1"), 16384);
|
||||
GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
|
||||
|
||||
GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
|
||||
GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
|
||||
|
|
Loading…
Reference in New Issue