Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
Use 32bit instead of 64bit 3D render buffer on mobile renderer
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3f12765a7e
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@ -65,9 +65,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
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color = p_color_buffer;
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depth = p_depth_buffer;
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// re-introduce setting up msaa? For now we ignore this...
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RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format();
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if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
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if (color_format == RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32) {
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// @TODO add a second color buffer for alpha as this format is RGB only
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}
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Vector<RID> fb;
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fb.push_back(p_color_buffer);
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fb.push_back(depth);
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@ -80,7 +84,7 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
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} else {
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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}
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tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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tf.format = color_format;
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tf.width = p_width;
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tf.height = p_height;
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tf.array_layers = view_count; // create a layer for every view
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@ -131,6 +135,13 @@ bool RenderForwardMobile::free(RID p_rid) {
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/* Render functions */
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RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
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// Using 32bit buffers enables AFBC on mobile devices which should have a definate performance improvement (MALI G710 and newer support this on 64bit RTs)
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// NO ALPHA and unsigned float.
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// @TODO No alpha is an issue, recommendation here is to add a second RT for alpha
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return RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32;
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}
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RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
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//there should always be enough uniform buffers for render passes, otherwise bugs
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ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
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@ -151,6 +151,8 @@ protected:
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}
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};
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virtual RD::DataFormat _render_buffers_get_color_format() override;
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RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
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virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
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@ -654,7 +654,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
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//reflection atlas was unused, create:
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RD::TextureFormat tf;
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tf.array_layers = 6 * atlas->count;
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tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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tf.format = _render_buffers_get_color_format();
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tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
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tf.mipmaps = mipmaps;
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tf.width = atlas->size;
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@ -2118,6 +2118,10 @@ float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID
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return rb->volumetric_fog->spread;
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}
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RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
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return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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}
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void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
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ERR_FAIL_COND_MSG(p_view_count == 0, "Must have atleast 1 view");
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@ -2144,7 +2148,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
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if (rb->view_count > 1) {
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tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
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}
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tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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tf.format = _render_buffers_get_color_format();
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tf.width = rb->width;
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tf.height = rb->height;
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tf.array_layers = rb->view_count; // create a layer for every view
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@ -1130,6 +1130,7 @@ public:
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/* render buffers */
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virtual RD::DataFormat _render_buffers_get_color_format();
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virtual RID render_buffers_create() override;
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virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
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virtual void gi_set_use_half_resolution(bool p_enable) override;
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