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:
clayjohn 2023-01-28 20:36:17 -08:00
parent 218bef90af
commit 0b28c1f8ed
3 changed files with 99 additions and 72 deletions

View File

@ -113,16 +113,19 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
// Clear out any state that may have been left from the 3D pass. // Clear out any state that may have been left from the 3D pass.
reset_canvas(); reset_canvas();
if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) { if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
GLint syncStatus; GLint syncStatus;
glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
if (syncStatus == GL_UNSIGNALED) { if (syncStatus == GL_UNSIGNALED) {
// 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. // 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.
if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED #ifndef WEB_ENABLED
// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting. // On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms
#endif #endif
state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
} else { } else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use // Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that. // Allocate a new buffer and use that.
@ -130,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
} }
} else { } else {
// Already finished all rendering commands, we can use it. // Already finished all rendering commands, we can use it.
state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number(); state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence); glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync(); state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
} }
} }
@ -279,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
} }
if (light_count > 0) { if (light_count > 0) {
glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo); glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
#ifdef WEB_ENABLED #ifdef WEB_ENABLED
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
@ -361,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo); glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer(); GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@ -395,7 +398,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Item *ci = p_item_list; Item *ci = p_item_list;
Item *canvas_group_owner = nullptr; Item *canvas_group_owner = nullptr;
uint32_t starting_index = 0; state.last_item_index = 0;
while (ci) { while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) { if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
@ -454,7 +457,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
update_skeletons = false; update_skeletons = false;
} }
// Canvas group begins here, render until before this item // Canvas group begins here, render until before this item
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0; item_count = 0;
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) { if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@ -485,7 +488,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
mesh_storage->update_mesh_instances(); mesh_storage->update_mesh_instances();
update_skeletons = false; update_skeletons = false;
} }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true); _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
item_count = 0; item_count = 0;
if (ci->canvas_group->blur_mipmaps) { if (ci->canvas_group->blur_mipmaps) {
@ -504,7 +507,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
} }
//render anything pending, including clearing if no items //render anything pending, including clearing if no items
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0; item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps); texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@ -530,7 +533,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
mesh_storage->update_mesh_instances(); mesh_storage->update_mesh_instances();
update_skeletons = false; update_skeletons = false;
} }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
//then reset //then reset
item_count = 0; item_count = 0;
} }
@ -542,14 +545,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
RenderingServerDefault::redraw_request(); RenderingServerDefault::redraw_request();
} }
state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Clear out state used in 2D pass // Clear out state used in 2D pass
reset_canvas(); reset_canvas();
state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size(); state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
state.current_instance_buffer_index = 0;
} }
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) { 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) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
canvas_begin(p_to_render_target, p_to_backbuffer); canvas_begin(p_to_render_target, p_to_backbuffer);
@ -565,17 +569,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
// Record Batches. // Record Batches.
// First item always forms its own batch. // First item always forms its own batch.
bool batch_broken = false; bool batch_broken = false;
_new_batch(batch_broken, index); _new_batch(batch_broken);
// Override the start position and index as we want to start from where we finished off last time. // Override the start position and index as we want to start from where we finished off last time.
state.canvas_instance_batches[state.current_batch_index].start = r_last_index; state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
index = 0; index = 0;
for (int i = 0; i < p_item_count; i++) { for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i]; Item *ci = items[i];
if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) { if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
_new_batch(batch_broken, index); _new_batch(batch_broken);
state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner; state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner; current_clip = ci->final_clip_owner;
} }
@ -599,7 +603,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData *shader_data_cache = nullptr; GLES3::CanvasShaderData *shader_data_cache = nullptr;
if (material != state.canvas_instance_batches[state.current_batch_index].material) { if (material != state.canvas_instance_batches[state.current_batch_index].material) {
_new_batch(batch_broken, index); _new_batch(batch_broken);
GLES3::CanvasMaterialData *material_data = nullptr; GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) { if (material.is_valid()) {
@ -629,12 +633,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
} }
// Copy over all data needed for rendering. // Copy over all data needed for rendering.
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.current_instance_buffer_index]);
#ifdef WEB_ENABLED #ifdef WEB_ENABLED
glBufferSubData(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array); glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
#else #else
// On Desktop and mobile we map the memory without synchronizing for maximum speed. // On Desktop and mobile we map the memory without synchronizing for maximum speed.
void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData)); memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
glUnmapBuffer(GL_ARRAY_BUFFER); glUnmapBuffer(GL_ARRAY_BUFFER);
#endif #endif
@ -757,14 +761,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.current_batch_index = 0; state.current_batch_index = 0;
state.canvas_instance_batches.clear(); state.canvas_instance_batches.clear();
r_last_index += index; state.last_item_index += index;
} }
void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) { void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter; RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) { if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].filter = texture_filter; state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
} }
@ -772,7 +776,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat; RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) { if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat; state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
} }
@ -816,7 +820,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
bool lights_disabled = light_count == 0 && !state.using_directional_lights; bool lights_disabled = light_count == 0 && !state.using_directional_lights;
if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) { if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled; state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
} }
@ -864,7 +868,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
} }
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) { 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) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode; state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color; state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
} }
@ -874,12 +878,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c); const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) { if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED; state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
} }
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) { 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) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = rect->texture; state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
@ -969,7 +973,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c); const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
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) { 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) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = np->texture; state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
@ -1034,7 +1038,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c); const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
// Polygon's can't be batched, so always create a new batch // Polygon's can't be batched, so always create a new batch
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture; state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
@ -1061,7 +1065,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
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) { 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) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture; state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count; state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
@ -1086,10 +1090,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
if (primitive->point_count == 4) { if (primitive->point_count == 4) {
// Reset base data. // Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world); _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0; _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);
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
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
for (uint32_t j = 0; j < 3; j++) { for (uint32_t j = 0; j < 3; j++) {
int offset = j == 0 ? 0 : 1; int offset = j == 0 ? 0 : 1;
@ -1111,7 +1112,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
case Item::Command::TYPE_MULTIMESH: case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: { case Item::Command::TYPE_PARTICLES: {
// Mesh's can't be batched, so always create a new batch // Mesh's can't be batched, so always create a new batch
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
Color modulate(1, 1, 1, 1); Color modulate(1, 1, 1, 1);
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES; state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
@ -1183,7 +1184,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c); const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
if (current_clip) { if (current_clip) {
if (ci->ignore != reclip) { if (ci->ignore != reclip) {
_new_batch(r_batch_broken, r_index); _new_batch(r_batch_broken);
if (ci->ignore) { if (ci->ignore) {
state.canvas_instance_batches[state.current_batch_index].clip = nullptr; state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true; reclip = true;
@ -1227,7 +1228,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_RECT: case Item::Command::TYPE_RECT:
case Item::Command::TYPE_NINEPATCH: { case Item::Command::TYPE_NINEPATCH: {
glBindVertexArray(data.indexed_quad_array); 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); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
_enable_attributes(range_start, false); _enable_attributes(range_start, false);
@ -1243,7 +1244,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
ERR_FAIL_COND(!pb); ERR_FAIL_COND(!pb);
glBindVertexArray(pb->vertex_array); 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); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
_enable_attributes(range_start, false); _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: { case Item::Command::TYPE_PRIMITIVE: {
glBindVertexArray(data.canvas_quad_array); 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); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
_enable_attributes(range_start, true); _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); index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
bool use_index_buffer = false; bool use_index_buffer = false;
glBindVertexArray(vertex_array_gl); 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); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
_enable_attributes(range_start, false, instance_count); _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) { 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++; state.canvas_instance_batches[state.current_batch_index].instance_count++;
r_index++; 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) { if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch()); state.canvas_instance_batches.push_back(Batch());
return; 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]; Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
new_batch.instance_count = 0; 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.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.current_batch_index++;
state.canvas_instance_batches.push_back(new_batch); 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]); glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); 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; DataBuffer db;
db.buffer = new_buffers[0]; db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1]; db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2]; db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number(); db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db); state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size(); state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_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) { void RasterizerCanvasGLES3::set_time(double p_time) {
state.time = p_time; state.time = p_time;
@ -2586,14 +2615,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
int uniform_max_size = config->max_uniform_buffer_size; int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) { if (uniform_max_size < 65536) {
data.max_lights_per_render = 64; data.max_lights_per_render = 64;
data.max_instances_per_batch = 128;
} else { } else {
data.max_lights_per_render = 256; 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 // 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 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_data_buffers.resize(3);
state.canvas_instance_batches.reserve(200); state.canvas_instance_batches.reserve(200);
@ -2611,7 +2638,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]); glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db; DataBuffer db;
db.buffer = new_buffers[0]; db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1]; db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2]; db.state_ubo = new_buffers[2];
db.last_frame_used = 0; db.last_frame_used = 0;
@ -2638,7 +2665,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
String global_defines; String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now 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_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); 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(); data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();

View File

@ -247,7 +247,6 @@ public:
uint32_t max_lights_per_render = 256; uint32_t max_lights_per_render = 256;
uint32_t max_lights_per_item = 16; uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_buffer = 16384; uint32_t max_instances_per_buffer = 16384;
uint32_t max_instance_buffer_size = 16384 * 128; uint32_t max_instance_buffer_size = 16384 * 128;
} data; } data;
@ -256,6 +255,7 @@ public:
// Position in the UBO measured in bytes // Position in the UBO measured in bytes
uint32_t start = 0; uint32_t start = 0;
uint32_t instance_count = 0; uint32_t instance_count = 0;
uint32_t instance_buffer_index = 0;
RID tex; RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; 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 // 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. // to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer { struct DataBuffer {
GLuint buffer = 0; Vector<GLuint> instance_buffers;
GLuint light_ubo = 0; GLuint light_ubo = 0;
GLuint state_ubo = 0; GLuint state_ubo = 0;
uint64_t last_frame_used = -3; uint64_t last_frame_used = -3;
@ -291,9 +291,10 @@ public:
struct State { struct State {
LocalVector<DataBuffer> canvas_instance_data_buffers; LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches; LocalVector<Batch> canvas_instance_batches;
uint32_t current_buffer = 0; uint32_t current_data_buffer_index = 0;
uint32_t current_buffer_index = 0; uint32_t current_instance_buffer_index = 0;
uint32_t current_batch_index = 0; uint32_t current_batch_index = 0;
uint32_t last_item_index = 0;
InstanceData *instance_data_array = nullptr; 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 _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 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 *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used); void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_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); 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); 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 _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer(); 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 _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);
void set_time(double p_time); void set_time(double p_time);

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@ -2875,7 +2875,7 @@ void RenderingServer::init() {
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
// Number of commands that can be drawn per frame. // 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/enabled", true);
GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true); GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);