diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 85bb9a64a60..214f087d785 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1925,6 +1925,9 @@
Windows override for [member rendering/gl_compatibility/driver].
+
+ Maximum number of canvas items commands that can be drawn in a single viewport update. If more render commands are issued they will be ignored. Decreasing this limit may improve performance on bandwidth limited devices. Increase this limit if you find that not all objects are being drawn in a frame.
+
If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting.
[b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead.
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 0ffede0992e..ab232e712cd 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -124,6 +124,26 @@ 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.
reset_canvas();
+ if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
+ GLint syncStatus;
+ glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ 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 (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+ glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+ } 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
+ // Allocate a new buffer and use that.
+ _allocate_instance_data_buffer();
+ }
+ } else {
+ // 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();
+ glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
+ state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
+ }
+ }
+
// TODO: Setup Directional Lights
// TODO: Setup lights
@@ -207,6 +227,8 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
+ uint32_t starting_index = 0;
+
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
@@ -245,8 +267,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
// Canvas group begins here, render until before this item
-
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
@@ -271,7 +292,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (ci == canvas_group_owner) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
@@ -284,7 +305,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (backbuffer_copy) {
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -306,7 +327,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
//then reset
item_count = 0;
}
@@ -318,46 +339,43 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
RenderingServerDefault::redraw_request();
}
+ state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+
// Clear out state used in 2D pass
reset_canvas();
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
}
-void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+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 p_to_backbuffer) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- Item *current_clip = nullptr;
-
- Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
canvas_begin(p_to_render_target, p_to_backbuffer);
- RID prev_material;
- uint32_t index = 0;
- GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- Color last_blend_color;
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
+ if (p_item_count <= 0) {
+ // Nothing to draw, just call canvas_begin() to clear the render target and return.
+ return;
+ }
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- state.current_tex_ptr = nullptr;
- state.current_normal = RID();
- state.current_specular = RID();
- state.canvas_texscreen_used = false;
- state.current_shader_version = state.canvas_shader_default_version;
+ uint32_t index = 0;
+ Item *current_clip = nullptr;
+
+ // Record Batches.
+ // First item always forms its own batch.
+ bool batch_broken = false;
+ _new_batch(batch_broken, index);
+
+ // 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 * sizeof(InstanceData);
+ index = 0;
+ _align_instance_data_buffer(index);
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
- if (current_clip != ci->final_clip_owner) {
- _render_batch(index);
-
+ if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
+ _new_batch(batch_broken, index);
+ state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner;
- //setup clip
- if (current_clip) {
- glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
}
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
@@ -366,105 +384,68 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
material = default_canvas_group_material;
}
- if (material != prev_material) {
- _render_batch(index);
+ GLES3::CanvasShaderData *shader_data_cache = nullptr;
+ if (material != state.canvas_instance_batches[state.current_batch_index].material) {
+ _new_batch(batch_broken, index);
+
GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
material_data = static_cast(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
}
+ shader_data_cache = nullptr;
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
- // Bind uniform buffer and textures
- material_data->bind_uniforms();
- state.current_shader_version = material_data->shader_data->version;
shader_data_cache = material_data->shader_data;
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
}
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
}
- prev_material = material;
+
+ state.canvas_instance_batches[state.current_batch_index].material = material;
+ state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
}
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index, blend_mode, last_blend_mode, last_blend_color);
- }
- // Render last command
- _render_batch(index);
-}
-
-void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index, GLES3::CanvasShaderData::BlendMode p_blend_mode, GLES3::CanvasShaderData::BlendMode &r_last_blend_mode, Color &r_last_blend_color) {
- // Used by Polygon and Mesh.
- static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
-
- RS::CanvasItemTextureFilter current_filter = state.default_filter;
- RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
-
- if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- current_filter = p_item->texture_filter;
+ _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
- if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- current_repeat = p_item->texture_repeat;
- }
+ // Copy over all data needed for rendering.
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.instance_data_array, index * sizeof(InstanceData));
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
- Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
- Transform2D draw_transform; // Used by transform command
+ glDisable(GL_SCISSOR_TEST);
+ current_clip = nullptr;
- Color base_color = p_item->final_modulate;
+ GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- uint32_t base_flags = 0;
+ state.current_tex = RID();
- bool reclip = false;
-
- bool skipping = false;
-
- const Item::Command *c = p_item->commands;
- while (c) {
- if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
- c = c->next;
- continue;
- }
-
- if (c->type != Item::Command::TYPE_MESH) {
- // For Meshes, this gets updated below.
- _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- }
-
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[r_index].modulation[i] = 0.0;
- state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
- state.instance_data_array[r_index].src_rect[i] = 0.0;
- state.instance_data_array[r_index].dst_rect[i] = 0.0;
- state.instance_data_array[r_index].lights[i] = uint32_t(0);
- }
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
-
- state.instance_data_array[r_index].pad[0] = 0.0;
- state.instance_data_array[r_index].pad[1] = 0.0;
-
- state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
-
- GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
- Color blend_color;
-
- if (c->type == Item::Command::TYPE_RECT) {
- const Item::CommandRect *rect = static_cast(c);
- if (rect->flags & CANVAS_RECT_LCD) {
- blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
- blend_color = rect->modulate;
+ for (uint32_t i = 0; i <= state.current_batch_index; i++) {
+ //setup clip
+ if (current_clip != state.canvas_instance_batches[i].clip) {
+ current_clip = state.canvas_instance_batches[i].clip;
+ if (current_clip) {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
+ } else {
+ glDisable(GL_SCISSOR_TEST);
}
}
- if (r_last_blend_mode != blend_mode || r_last_blend_color != blend_color) {
- _render_batch(r_index);
+ GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
+ CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
+ _bind_material(material_data, variant);
- if (r_last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
+ GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
+
+ if (last_blend_mode != blend_mode) {
+ if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
// re-enable it
glEnable(GL_BLEND);
} else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
@@ -475,7 +456,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
switch (blend_mode) {
case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
// Nothing to do here.
-
} break;
case GLES3::CanvasShaderData::BLEND_MODE_LCD: {
glBlendEquation(GL_FUNC_ADD);
@@ -484,6 +464,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
} else {
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE);
}
+ Color blend_color = state.canvas_instance_batches[state.current_batch_index].blend_color;
glBlendColor(blend_color.r, blend_color.g, blend_color.b, blend_color.a);
} break;
@@ -532,32 +513,112 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
} break;
}
- r_last_blend_mode = blend_mode;
- r_last_blend_color = blend_color;
+ last_blend_mode = blend_mode;
+ }
+
+ _render_batch(p_lights, i);
+ }
+
+ state.current_batch_index = 0;
+ state.canvas_instance_batches.clear();
+ r_last_index += index;
+}
+
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, 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) {
+ 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) {
+ _new_batch(r_batch_broken, r_index);
+
+ state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
+ }
+
+ 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) {
+ _new_batch(r_batch_broken, r_index);
+
+ state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
+ }
+
+ Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform; // Used by transform command
+
+ Color base_color = p_item->final_modulate;
+ uint32_t base_flags = 0;
+ Size2 texpixel_size;
+
+ bool reclip = false;
+
+ bool skipping = false;
+
+ const Item::Command *c = p_item->commands;
+ while (c) {
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
+ c = c->next;
+ continue;
+ }
+
+ if (c->type != Item::Command::TYPE_MESH) {
+ // For Meshes, this gets updated below.
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
+ }
+
+ // Zero out most fields.
+ for (int i = 0; i < 4; i++) {
+ state.instance_data_array[r_index].modulation[i] = 0.0;
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
+ state.instance_data_array[r_index].lights[i] = uint32_t(0);
+ }
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
+
+ state.instance_data_array[r_index].pad[0] = 0.0;
+ state.instance_data_array[r_index].pad[1] = 0.0;
+
+ state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+
+ Color blend_color;
+ if (c->type == Item::Command::TYPE_RECT) {
+ const Item::CommandRect *rect = static_cast(c);
+ if (rect->flags & CANVAS_RECT_LCD) {
+ p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
+ blend_color = rect->modulate * base_color;
+ }
+ }
+
+ if (p_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);
+ state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
+ state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
switch (c->type) {
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast(c);
- if (rect->flags & CANVAS_RECT_TILE) {
- current_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);
+ state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
- if (rect->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
- _render_batch(r_index);
-
- state.current_primitive_points = 0;
- state.current_command = 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);
+ 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 = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD;
}
- _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
+
+ _prepare_canvas_texture(rect->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect;
if (rect->texture != RID()) {
- src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * state.current_pixel_size, rect->source.size * state.current_pixel_size) : Rect2(0, 0, 1, 1);
+ src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
@@ -625,36 +686,32 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *np = static_cast(c);
- if (np->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_NINEPATCH) {
- _render_batch(r_index);
-
- state.current_primitive_points = 0;
- state.current_command = 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);
+ 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 = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_NINEPATCH;
}
- //bind textures
- _bind_canvas_texture(np->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_NINEPATCH);
+ _prepare_canvas_texture(np->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
if (np->texture == RID()) {
- state.current_pixel_size = Size2(1, 1);
+ texpixel_size = Size2(1, 1);
src_rect = Rect2(0, 0, 1, 1);
} else {
if (np->source != Rect2()) {
- src_rect = Rect2(np->source.position.x * state.current_pixel_size.width, np->source.position.y * state.current_pixel_size.height, np->source.size.x * state.current_pixel_size.width, np->source.size.y * state.current_pixel_size.height);
+ src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
@@ -690,32 +747,26 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
+ _add_to_batch(r_index, r_batch_broken);
// Restore if overridden.
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast(c);
- PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
- ERR_CONTINUE(!pb);
+ // Polygon's can't be batched, so always create a new batch
+ _new_batch(r_batch_broken, r_index);
- if (polygon->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
- _render_batch(r_index);
+ 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 = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_POLYGON;
- }
- _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
+ _prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
- state.current_primitive = polygon->primitive;
state.instance_data_array[r_index].modulation[0] = base_color.r;
state.instance_data_array[r_index].modulation[1] = base_color.g;
state.instance_data_array[r_index].modulation[2] = base_color.b;
@@ -727,39 +778,20 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
- _bind_instance_data_buffer(1);
- glBindVertexArray(pb->vertex_array);
-
- if (pb->color_disabled) {
- glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
- }
-
- if (pb->index_buffer != 0) {
- glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
- } else {
- glDrawArrays(prim[polygon->primitive], 0, pb->count);
- }
- glBindVertexArray(0);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
-
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
-
- if (pb->color_disabled) {
- // Reset so this doesn't pollute other draw calls.
- glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast(c);
- if (state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = primitive->point_count;
- state.current_command = 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);
+ state.canvas_instance_batches[state.current_batch_index].tex = RID();
+ 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 = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
}
- _bind_canvas_texture(RID(), current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
@@ -770,14 +802,16 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
- r_index++;
+
+ _add_to_batch(r_index, r_batch_broken);
+
if (primitive->point_count == 4) {
// Reset base data
_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;
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 == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+ 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++) {
//second half of triangle
@@ -789,78 +823,39 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
- r_index++;
- }
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
+
+ _add_to_batch(r_index, r_batch_broken);
}
} break;
case Item::Command::TYPE_MESH:
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
- GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
- RID mesh;
- RID mesh_instance;
- RID texture;
- Color modulate(1, 1, 1, 1);
- uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ // Mesh's can't be batched, so always create a new batch
+ _new_batch(r_batch_broken, r_index);
+ Color modulate(1, 1, 1, 1);
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast(c);
- mesh = m->mesh;
- mesh_instance = m->mesh_instance;
- texture = m->texture;
- modulate = m->modulate;
+ state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
+ modulate = m->modulate;
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast(c);
- RID multimesh = mm->multimesh;
- mesh = mesh_storage->multimesh_get_mesh(multimesh);
- texture = mm->texture;
-
- if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
- break;
+ state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
+ uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
+ if (instance_count > 1) {
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
}
-
- instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
-
- if (instance_count == 0) {
- break;
- }
-
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ } else if (c->type == Item::Command::TYPE_PARTICLES) {
+ WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
}
- // TODO: implement particles here
+ state.canvas_instance_batches[state.current_batch_index].command = c;
+ state.canvas_instance_batches[state.current_batch_index].command_type = c->type;
- if (mesh.is_null()) {
- break;
- }
-
- if (texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = c->type;
- }
-
- _bind_canvas_texture(texture, current_filter, current_repeat, r_index);
- if (instance_count == 1) {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_INSTANCED);
- }
-
- uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
+ _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].modulation[0] = base_color.r * modulate.r;
state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
@@ -872,75 +867,9 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[j] = 0;
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
- _bind_instance_data_buffer(1);
- for (uint32_t j = 0; j < surf_count; j++) {
- void *surface = mesh_storage->mesh_get_surface(mesh, j);
-
- RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
- ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
-
- GLuint vertex_array_gl = 0;
- GLuint index_array_gl = 0;
-
- uint32_t input_mask = 0; // 2D meshes always use the same vertex format
- if (mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
- } else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
- }
-
- index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
- bool use_index_buffer = false;
- glBindVertexArray(vertex_array_gl);
- if (index_array_gl != 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
- use_index_buffer = true;
- }
-
- if (instance_count > 1) {
- // Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
- glVertexAttribDivisor(1, 1);
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
- glVertexAttribDivisor(2, 1);
-
- if (multimesh_uses_color || multimesh_uses_custom_data) {
- glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
- glVertexAttribDivisor(5, 1);
- }
- }
-
- GLenum primitive_gl = prim[int(primitive)];
- if (instance_count == 1) {
- if (use_index_buffer) {
- glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0);
- } else {
- glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface));
- }
- } else {
- if (use_index_buffer) {
- glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
- } else {
- glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
- }
- }
-
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
-
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- if (instance_count > 1) {
- glDisableVertexAttribArray(5);
- glDisableVertexAttribArray(6);
- glDisableVertexAttribArray(7);
- glDisableVertexAttribArray(8);
- }
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
+
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast(c);
draw_transform = transform->xform;
@@ -950,30 +879,30 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
const Item::CommandClipIgnore *ci = static_cast(c);
if (current_clip) {
if (ci->ignore != reclip) {
+ _new_batch(r_batch_broken, r_index);
if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
+ state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true;
} else {
- // Scissor area is already set
- glEnable(GL_SCISSOR_TEST);
+ state.canvas_instance_batches[state.current_batch_index].clip = current_clip;
reclip = false;
}
}
}
} break;
+
case Item::Command::TYPE_ANIMATION_SLICE: {
- /*
const Item::CommandAnimationSlice *as = static_cast(c);
- double current_time = RendererCompositorRD::singleton->get_total_time();
+ double current_time = RSG::rasterizer->get_total_time();
double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
RenderingServerDefault::redraw_request(); // animation visible means redraw request
- */
} break;
}
c = c->next;
+ r_batch_broken = false;
}
if (current_clip && reclip) {
@@ -982,66 +911,245 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
}
}
-void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
- if (r_index > 0) {
- _bind_instance_data_buffer(r_index);
- glBindVertexArray(data.canvas_quad_array);
- if (state.current_primitive_points == 0) {
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
- } else {
- static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
- glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
- }
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
+ ERR_FAIL_COND(!state.canvas_instance_batches[state.current_batch_index].command);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- //copy the new data into the base of the batch
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
- state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
- state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
- state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
- state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
- }
- state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
- state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
- state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
+ // Used by Polygon and Mesh.
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
- state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
- for (int i = 0; i < 6; i++) {
- state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
- }
+ _bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
- r_index = 0;
+ // Bind the region of the UBO used by this batch.
+ // If region exceeds the boundary of the UBO, just ignore.
+ uint32_t range_bytes = data.max_instances_per_batch * sizeof(InstanceData);
+ if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - 1) * sizeof(InstanceData)) {
+ return;
+ } else if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - data.max_instances_per_batch) * sizeof(InstanceData)) {
+ // If we have less than a full batch at the end, we can just draw it anyway.
+ // OpenGL will complain about the UBO being smaller than expected, but it should render fine.
+ range_bytes = (data.max_instances_per_ubo - 1) * sizeof(InstanceData) - state.canvas_instance_batches[p_index].start;
+ }
+
+ uint32_t range_start = state.canvas_instance_batches[p_index].start;
+ glBindBufferRange(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].ubo, range_start, range_bytes);
+
+ switch (state.canvas_instance_batches[p_index].command_type) {
+ case Item::Command::TYPE_RECT:
+ case Item::Command::TYPE_NINEPATCH: {
+ glBindVertexArray(data.indexed_quad_array);
+ glDrawElements(GL_TRIANGLES, state.canvas_instance_batches[p_index].instance_count * 6, GL_UNSIGNED_INT, 0);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindVertexArray(0);
+
+ } break;
+
+ case Item::Command::TYPE_POLYGON: {
+ const Item::CommandPolygon *polygon = static_cast(state.canvas_instance_batches[p_index].command);
+
+ PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
+ ERR_FAIL_COND(!pb);
+
+ glBindVertexArray(pb->vertex_array);
+
+ if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
+ glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
+ }
+
+ if (pb->index_buffer != 0) {
+ glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
+ } else {
+ glDrawArrays(prim[polygon->primitive], 0, pb->count);
+ }
+ glBindVertexArray(0);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
+ // Reset so this doesn't pollute other draw calls.
+ glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
+ }
+ } break;
+
+ case Item::Command::TYPE_PRIMITIVE: {
+ glBindVertexArray(data.canvas_quad_array);
+ const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
+ int instance_count = state.canvas_instance_batches[p_index].instance_count;
+ if (instance_count > 1) {
+ glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
+ } else {
+ glDrawArrays(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points);
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ } break;
+
+ case Item::Command::TYPE_MESH:
+ case Item::Command::TYPE_MULTIMESH:
+ case Item::Command::TYPE_PARTICLES: {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ RID mesh;
+ RID mesh_instance;
+ RID texture;
+ uint32_t instance_count = 1;
+ GLuint multimesh_buffer = 0;
+ uint32_t multimesh_stride = 0;
+ uint32_t multimesh_color_offset = 0;
+ bool multimesh_uses_color = false;
+ bool multimesh_uses_custom_data = false;
+
+ if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *m = static_cast(state.canvas_instance_batches[p_index].command);
+ mesh = m->mesh;
+ mesh_instance = m->mesh_instance;
+ } else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
+ const Item::CommandMultiMesh *mm = static_cast(state.canvas_instance_batches[p_index].command);
+ RID multimesh = mm->multimesh;
+ mesh = mesh_storage->multimesh_get_mesh(multimesh);
+
+ if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
+ break;
+ }
+
+ instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
+
+ if (instance_count == 0) {
+ break;
+ }
+
+ multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
+ multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ } else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
+ // Do nothing for now.
+ }
+
+ ERR_FAIL_COND(mesh.is_null());
+
+ uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
+
+ for (uint32_t j = 0; j < surf_count; j++) {
+ void *surface = mesh_storage->mesh_get_surface(mesh, j);
+
+ RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
+
+ GLuint vertex_array_gl = 0;
+ GLuint index_array_gl = 0;
+
+ uint32_t input_mask = 0; // 2D meshes always use the same vertex format
+ if (mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
+ } else {
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
+ }
+
+ index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
+ bool use_index_buffer = false;
+ glBindVertexArray(vertex_array_gl);
+ if (index_array_gl != 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
+ use_index_buffer = true;
+ }
+
+ if (instance_count > 1) {
+ // Bind instance buffers.
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribDivisor(1, 1);
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribDivisor(2, 1);
+
+ if (multimesh_uses_color || multimesh_uses_custom_data) {
+ glEnableVertexAttribArray(5);
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
+ glVertexAttribDivisor(5, 1);
+ }
+ }
+
+ GLenum primitive_gl = prim[int(primitive)];
+ if (instance_count == 1) {
+ if (use_index_buffer) {
+ glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0);
+ } else {
+ glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface));
+ }
+ } else if (instance_count > 1) {
+ if (use_index_buffer) {
+ glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
+ } else {
+ glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
+ }
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ if (instance_count > 1) {
+ glDisableVertexAttribArray(5);
+ glDisableVertexAttribArray(6);
+ glDisableVertexAttribArray(7);
+ glDisableVertexAttribArray(8);
+ }
+ }
+
+ } break;
+ case Item::Command::TYPE_TRANSFORM:
+ case Item::Command::TYPE_CLIP_IGNORE:
+ case Item::Command::TYPE_ANIMATION_SLICE: {
+ // Can ignore these as they only impact batch creation.
+ } break;
}
}
-void RasterizerCanvasGLES3::_bind_instance_data_buffer(uint32_t p_max_index) {
- if (p_max_index == 0) {
+void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
+ if (r_index >= data.max_instances_per_ubo - 1) {
+ WARN_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 the previous operation is not done yet, allocate a new buffer
- if (state.fences[state.current_buffer] != GLsync()) {
- GLint syncStatus;
- glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
- if (syncStatus == GL_UNSIGNALED) {
- _allocate_instance_data_buffer();
- } else {
- glDeleteSync(state.fences[state.current_buffer]);
- }
+
+ if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
+ _new_batch(r_batch_broken, r_index);
}
- glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
-#ifdef WEB_ENABLED
- //WebGL 2.0 does not support mapping buffers, so use slow glBufferSubData instead
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, state.instance_data_array);
-#else
- void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * p_max_index);
- glUnmapBuffer(GL_UNIFORM_BUFFER);
-#endif
+ state.canvas_instance_batches[state.current_batch_index].instance_count++;
+ r_index++;
+}
+
+void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
+ if (state.canvas_instance_batches.size() == 0) {
+ state.canvas_instance_batches.push_back(Batch());
+ return;
+ }
+
+ if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
+ return;
+ }
+
+ r_batch_broken = true;
+
+ // Copy the properties of the current batch, we will manually update the things that changed.
+ 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 * sizeof(InstanceData);
+
+ state.current_batch_index++;
+ state.canvas_instance_batches.push_back(new_batch);
+ _align_instance_data_buffer(r_index);
+}
+
+void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant) {
+ if (p_material_data) {
+ if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
+ // Bind uniform buffer and textures
+ p_material_data->bind_uniforms();
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant);
+ } else {
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ }
+ } else {
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ }
}
RID RasterizerCanvasGLES3::light_create() {
@@ -1100,12 +1208,12 @@ void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backb
glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
}
- if (render_target->is_transparent) {
+ if (render_target->is_transparent || p_to_backbuffer) {
state.transparent_render_target = true;
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
state.transparent_render_target = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
if (render_target && render_target->clear_requested) {
@@ -1121,18 +1229,91 @@ void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backb
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
}
-void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index) {
+void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
if (p_texture == RID()) {
- p_texture = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
+ p_texture = default_canvas_texture;
}
- if (state.current_tex == p_texture) {
- return; //nothing to do, its the same
+ if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
+ return;
}
+
state.current_tex = p_texture;
+ state.current_filter_mode = p_base_filter;
+ state.current_repeat_mode = p_base_repeat;
+
+ GLES3::CanvasTexture *ct = nullptr;
+
+ GLES3::Texture *t = texture_storage->get_texture(p_texture);
+
+ if (t) {
+ ERR_FAIL_COND(!t->canvas_texture);
+ ct = t->canvas_texture;
+ } else {
+ ct = texture_storage->get_canvas_texture(p_texture);
+ }
+
+ if (!ct) {
+ // Invalid Texture RID.
+ _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat);
+ return;
+ }
+
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
+ ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
+
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
+ ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
+
+ GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
+
+ if (!texture) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
+ } else {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
+ }
+
+ GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
+
+ if (!normal_map) {
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
+ } else {
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ normal_map->gl_set_filter(filter);
+ normal_map->gl_set_repeat(repeat);
+ }
+
+ GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
+
+ if (!specular_map) {
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
+ } else {
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
+ glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
+ specular_map->gl_set_filter(filter);
+ specular_map->gl_set_repeat(repeat);
+ }
+}
+
+void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ if (p_texture == RID()) {
+ p_texture = default_canvas_texture;
+ }
GLES3::CanvasTexture *ct = nullptr;
@@ -1152,79 +1333,29 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
if (!ct) {
// Invalid Texture RID.
- _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index);
+ _prepare_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_texpixel_size);
return;
}
- RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
- ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
-
- RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
- ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
-
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
-
+ Size2i size_cache;
if (!texture) {
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- GLES3::Texture *tex = texture_storage->get_texture(state.current_tex);
- state.current_tex_ptr = tex;
- ct->size_cache = Size2i(tex->width, tex->height);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
+ ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
+ GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
+ size_cache = Size2i(tex->width, tex->height);
} else {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
- ct->size_cache = Size2i(texture->width, texture->height);
-
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
+ size_cache = Size2i(texture->width, texture->height);
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
- if (!normal_map) {
- state.current_normal = RID();
- ct->use_normal_cache = false;
- glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
-
- } else {
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
- state.current_normal = ct->normal_map;
- ct->use_normal_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
- }
-
- GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
-
- if (!specular_map) {
- state.current_specular = RID();
- ct->use_specular_cache = false;
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- } else {
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
- glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
- state.current_specular = ct->specular;
- ct->use_specular_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
- }
-
- if (ct->use_specular_cache) {
+ if (ct->specular_color.a < 0.999) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (ct->use_normal_cache) {
+ if (!normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1235,11 +1366,11 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
- state.current_pixel_size.x = 1.0 / float(ct->size_cache.x);
- state.current_pixel_size.y = 1.0 / float(ct->size_cache.y);
+ r_texpixel_size.x = 1.0 / float(size_cache.x);
+ r_texpixel_size.y = 1.0 / float(size_cache.y);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
}
void RasterizerCanvasGLES3::reset_canvas() {
@@ -1431,20 +1562,43 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// Creates a new uniform buffer and uses it right away
// This expands the instance buffer continually
-// In theory allocations can reach as high as number_of_draw_calls * 3 frames
+// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
GLuint new_buffer;
glGenBuffers(1, &new_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
state.current_buffer = (state.current_buffer + 1);
- state.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
- state.fences.insert(state.current_buffer, GLsync());
+ DataBuffer db;
+ db.ubo = new_buffer;
+ 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();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+// Batch start positions need to be aligned to the device's GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
+// This needs to be called anytime a new batch is created.
+void RasterizerCanvasGLES3::_align_instance_data_buffer(uint32_t &r_index) {
+ if (GLES3::Config::get_singleton()->uniform_buffer_offset_alignment > int(sizeof(InstanceData))) {
+ uint32_t offset = state.canvas_instance_batches[state.current_batch_index].start % GLES3::Config::get_singleton()->uniform_buffer_offset_alignment;
+ if (offset > 0) {
+ // uniform_buffer_offset_alignment can be 4, 16, 32, or 256. Our instance batches are 128 bytes.
+ // Accordingly, this branch is only triggered if we are 128 bytes off.
+ uint32_t offset_bytes = GLES3::Config::get_singleton()->uniform_buffer_offset_alignment - offset;
+ state.canvas_instance_batches[state.current_batch_index].start += offset_bytes;
+ // Offset the instance array so it stays in sync with batch start points.
+ // This creates gaps in the instance buffer with wasted space, but we can't help it.
+ r_index += offset_bytes / sizeof(InstanceData);
+ if (r_index > 0) {
+ // In this case we need to copy over the basic data.
+ state.instance_data_array[r_index] = state.instance_data_array[r_index - 1];
+ }
+ }
+ }
+}
+
void RasterizerCanvasGLES3::set_time(double p_time) {
state.time = p_time;
}
@@ -1457,9 +1611,11 @@ RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
singleton = this;
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
+ polygon_buffers.last_id = 1;
// quad buffer
{
glGenBuffers(1, &data.canvas_quad_vertices);
@@ -1583,25 +1739,58 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
- state.max_lights_per_render = 64;
- state.max_instances_per_batch = 128;
+ data.max_lights_per_render = 64;
+ data.max_instances_per_batch = 128;
} else {
- state.max_lights_per_render = 256;
- state.max_instances_per_batch = 512;
+ data.max_lights_per_render = 256;
+ data.max_instances_per_batch = 512;
}
- // Reserve 64 Uniform Buffers for instance data
- state.canvas_instance_data_buffers.resize(64);
- state.fences.resize(64);
- glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
- for (int i = 0; i < 64; i++) {
- state.fences[i] = GLsync();
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ // Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
+ data.max_instances_per_ubo = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
+ data.max_instance_buffer_size = data.max_instances_per_ubo * 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);
+
+ for (int i = 0; i < 3; i++) {
+ GLuint new_buffer;
+ glGenBuffers(1, &new_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ DataBuffer db;
+ db.ubo = new_buffer;
+ db.last_frame_used = 0;
+ db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ state.canvas_instance_data_buffers[i] = db;
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
+ state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+
+ {
+ const uint32_t no_of_instances = data.max_instances_per_batch;
+
+ glGenVertexArrays(1, &data.indexed_quad_array);
+ glBindVertexArray(data.indexed_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
+
+ const uint32_t num_indices = 6;
+ const uint32_t quad_indices[num_indices] = { 0, 2, 1, 3, 2, 0 };
+
+ const uint32_t total_indices = no_of_instances * num_indices;
+ uint32_t *indices = new uint32_t[total_indices];
+ for (uint32_t i = 0; i < total_indices; i++) {
+ uint32_t quad = i / num_indices;
+ uint32_t quad_local = i % num_indices;
+ indices[i] = quad_indices[quad_local] + quad * num_indices;
+ }
+
+ glGenBuffers(1, &data.indexed_quad_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * total_indices, indices, GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ delete[] indices;
+ }
glGenBuffers(1, &state.canvas_state_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
@@ -1610,12 +1799,12 @@ 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(state.max_instances_per_batch) + "\n";
- global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_LIGHTS " + itos(data.max_instances_per_batch) + "\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);
- state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
{
default_canvas_group_shader = material_storage->shader_allocate();
@@ -1642,16 +1831,16 @@ void fragment() {
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
- state.current_shader_version = state.canvas_shader_default_version;
+ default_canvas_texture = texture_storage->canvas_texture_allocate();
+ texture_storage->canvas_texture_initialize(default_canvas_texture);
+
state.time = 0.0;
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- memdelete_arr(state.instance_data_array);
-
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version);
+ material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
singleton = nullptr;
@@ -1661,6 +1850,9 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
+
+ GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
+ memfree(state.instance_data_array);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 15556e31934..15c2ca57109 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -125,6 +125,23 @@ public:
uint32_t pad2;
};
+ struct PolygonBuffers {
+ GLuint vertex_buffer;
+ GLuint vertex_array;
+ GLuint index_buffer;
+ int count = 0;
+ bool color_disabled = false;
+ Color color;
+ };
+
+ struct {
+ HashMap polygons;
+ PolygonID last_id = 0;
+ } polygon_buffers;
+
+ RendererCanvasRender::PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override;
+ void free_polygon(PolygonID p_polygon) override;
+
struct InstanceData {
float world[6];
float color_texture_pixel_size[2];
@@ -156,42 +173,71 @@ public:
GLuint canvas_quad_vertices;
GLuint canvas_quad_array;
+ GLuint indexed_quad_buffer;
+ GLuint indexed_quad_array;
+
GLuint particle_quad_vertices;
GLuint particle_quad_array;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;
+
+ RID canvas_shader_default_version;
+
+ uint32_t max_lights_per_render;
+ uint32_t max_lights_per_item;
+ uint32_t max_instances_per_batch = 512;
+ uint32_t max_instances_per_ubo = 16384;
+ uint32_t max_instance_buffer_size = 16384 * 128;
} data;
+ struct Batch {
+ // Position in the UBO measured in bytes
+ uint32_t start = 0;
+ uint32_t instance_count = 0;
+
+ RID tex = RID();
+ RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
+ RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
+
+ GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
+ Color blend_color = Color(1.0, 1.0, 1.0, 1.0);
+
+ Item *clip = nullptr;
+
+ RID material = RID();
+ GLES3::CanvasMaterialData *material_data = nullptr;
+ CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
+
+ const Item::Command *command = nullptr;
+ Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
+ uint32_t primitive_points = 0;
+ };
+
+ struct DataBuffer {
+ GLuint ubo = 0;
+ uint64_t last_frame_used = -3;
+ GLsync fence = GLsync();
+ };
+
struct State {
GLuint canvas_state_buffer;
- LocalVector canvas_instance_data_buffers;
- LocalVector fences;
+ LocalVector canvas_instance_data_buffers;
+ LocalVector canvas_instance_batches;
uint32_t current_buffer = 0;
+ uint32_t current_buffer_index = 0;
+ uint32_t current_batch_index = 0;
InstanceData *instance_data_array = nullptr;
- bool canvas_texscreen_used;
- RID canvas_shader_current_version;
- RID canvas_shader_default_version;
RID current_tex = RID();
- Size2 current_pixel_size = Size2();
- RID current_normal = RID();
- RID current_specular = RID();
- GLES3::Texture *current_tex_ptr;
- RID current_shader_version = RID();
- RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
- uint32_t current_primitive_points = 0;
- Item::Command::Type current_command = Item::Command::TYPE_RECT;
+ RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
+ RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
bool transparent_render_target = false;
double time = 0.0;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
- uint32_t max_instances_per_batch;
-
RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
} state;
@@ -229,31 +275,18 @@ public:
bool free(RID p_rid) override;
void update() override;
- void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index);
-
- struct PolygonBuffers {
- GLuint vertex_buffer;
- GLuint vertex_array;
- GLuint index_buffer;
- int count = 0;
- bool color_disabled = false;
- Color color;
- };
-
- struct {
- HashMap polygons;
- PolygonID last_id = 0;
- } polygon_buffers;
-
- RendererCanvasRender::PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override;
- void free_polygon(PolygonID p_polygon) override;
+ void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat);
+ 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, bool p_to_backbuffer = false);
- void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index, GLES3::CanvasShaderData::BlendMode p_blend_mode, GLES3::CanvasShaderData::BlendMode &r_last_blend_mode, Color &r_last_blend_color);
- void _render_batch(uint32_t &p_max_index);
- void _bind_instance_data_buffer(uint32_t p_max_index);
+ 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 p_to_backbuffer = false);
+ void _record_item_commands(const Item *p_item, 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);
+ void _render_batch(Light *p_lights, uint32_t p_index);
+ void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
+ void _new_batch(bool &r_batch_broken, uint32_t &r_index);
+ 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 set_time(double p_time);
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 97543af0d57..431515fd0d2 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -103,8 +103,9 @@ public:
low_end = true;
}
- uint64_t get_frame_number() const { return frame; }
- double get_frame_delta_time() const { return delta; }
+ _ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
+ _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
+ _ALWAYS_INLINE_ double get_total_time() const { return time_total; }
RasterizerGLES3();
~RasterizerGLES3();
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 8dae28b6ef6..a177112476f 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -60,20 +60,18 @@ out vec2 pixel_size_interp;
void main() {
vec4 instance_custom = vec4(0.0);
- draw_data_instance = gl_InstanceID;
-#ifdef USE_PRIMITIVE
- //weird bug,
- //this works
+#ifdef USE_PRIMITIVE
+ draw_data_instance = gl_InstanceID;
vec2 vertex;
vec2 uv;
vec4 color;
- if (gl_VertexID == 0) {
+ if (gl_VertexID % 3 == 0) {
vertex = draw_data[draw_data_instance].point_a;
uv = draw_data[draw_data_instance].uv_a;
color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_a_rg), unpackHalf2x16(draw_data[draw_data_instance].color_a_ba));
- } else if (gl_VertexID == 1) {
+ } else if (gl_VertexID % 3 == 1) {
vertex = draw_data[draw_data_instance].point_b;
uv = draw_data[draw_data_instance].uv_b;
color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_b_rg), unpackHalf2x16(draw_data[draw_data_instance].color_b_ba));
@@ -86,6 +84,7 @@ void main() {
vec4 bone_weights = vec4(0.0);
#elif defined(USE_ATTRIBUTES)
+ draw_data_instance = gl_InstanceID;
#ifdef USE_INSTANCING
draw_data_instance = 0;
#endif
@@ -103,9 +102,9 @@ void main() {
#endif
#else
-
- vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- vec2 vertex_base = vertex_base_arr[gl_VertexID];
+ draw_data_instance = gl_VertexID / 6;
+ vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
+ vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
vec4 color = draw_data[draw_data_instance].modulation;
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 6cc65e7bb28..242c1ce0a9f 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -86,6 +86,8 @@ Config::Config() {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
+
// the use skeleton software path should be used if either float texture is not supported,
// OR max_vertex_texture_image_units is zero
use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index b83c83f4252..fe183457756 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -64,6 +64,8 @@ public:
int max_renderable_lights = 0;
int max_lights_per_object = 0;
+ int uniform_buffer_offset_alignment = 0;
+
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 5950997f9b7..442bd69b557 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1533,9 +1533,11 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
if (!rt->clear_requested) {
return;
}
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
rt->clear_requested = false;
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 0d4cd9c7e3e..7e083e48e8d 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -126,11 +126,6 @@ struct CanvasTexture {
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
-
- Size2i size_cache = Size2i(1, 1);
- bool use_normal_cache = false;
- bool use_specular_cache = false;
- bool cleared_cache = true;
};
/* CANVAS SHADOW */
diff --git a/servers/rendering/dummy/rasterizer_dummy.h b/servers/rendering/dummy/rasterizer_dummy.h
index d8671143841..0fde97e395d 100644
--- a/servers/rendering/dummy/rasterizer_dummy.h
+++ b/servers/rendering/dummy/rasterizer_dummy.h
@@ -51,6 +51,7 @@ class RasterizerDummy : public RendererCompositor {
private:
uint64_t frame = 1;
double delta = 0;
+ double time = 0.0;
protected:
RasterizerCanvasDummy canvas;
@@ -82,6 +83,7 @@ public:
void begin_frame(double frame_step) override {
frame++;
delta = frame_step;
+ time += frame_step;
}
void prepare_for_blitting_render_targets() override {}
@@ -106,6 +108,7 @@ public:
uint64_t get_frame_number() const override { return frame; }
double get_frame_delta_time() const override { return delta; }
+ double get_total_time() const override { return time; }
RasterizerDummy() {}
~RasterizerDummy() {}
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index 8e04191e357..169988f72c9 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -102,6 +102,7 @@ public:
virtual void finalize() = 0;
virtual uint64_t get_frame_number() const = 0;
virtual double get_frame_delta_time() const = 0;
+ virtual double get_total_time() const = 0;
static bool is_low_end() { return low_end; };
virtual bool is_xr_enabled() const;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 750121719fe..627cd9f0627 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2875,6 +2875,10 @@ void RenderingServer::init() {
GLOBAL_DEF("rendering/rendering_device/staging_buffer/texture_upload_region_size_px", 64);
GLOBAL_DEF("rendering/rendering_device/descriptor_pools/max_descriptors_per_pool", 64);
+ // Number of commands that can be drawn per frame.
+ GLOBAL_DEF_RST("rendering/gl_compatibility/item_buffer_size", 16384);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/gl_compatibility/item_buffer_size", PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1"));
+
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/use_zstd_compression", true);