Merge pull request #38450 from lawnjelly/shaper_modulate

GLES2 batching - prevent color baking with MODULATE or COLOR
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Rémi Verschelde 2020-05-04 15:13:35 +02:00 committed by GitHub
commit 41b836cb3d
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6 changed files with 49 additions and 1 deletions

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@ -60,6 +60,7 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
settings_colored_vertex_format_threshold = 0.0f;
settings_batch_buffer_num_verts = 0;
scissor_threshold_area = 0.0f;
prevent_color_baking = false;
diagnose_frame = false;
next_diagnose_tick = 10000;
diagnose_frame_number = 9999999999; // some high number
@ -1687,7 +1688,9 @@ void RasterizerCanvasGLES2::flush_render_batches(Item *p_first_item, Item *p_cur
bdata.use_colored_vertices = false;
// only check whether to convert if there are quads (prevent divide by zero)
if (bdata.total_quads) {
// and we haven't decided to prevent color baking (due to e.g. MODULATE
// being used in a shader)
if (bdata.total_quads && !bdata.prevent_color_baking) {
// minus 1 to prevent single primitives (ratio 1.0) always being converted to colored..
// in that case it is slightly cheaper to just have the color as part of the batch
float ratio = (float)(bdata.total_color_changes - 1) / (float)bdata.total_quads;
@ -2252,6 +2255,16 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
// does the shader contain BUILTINs which should break the batching?
if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
// we will do this same test on the shader during the rendering pass in order to set a bool not to bake vertex colors
// instead of saving this info as it is cheap to calculate
join = false;
r_batch_break = true;
}
}
// we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
// (only in software transform mode)
// This maybe inefficient storing it...
@ -2974,6 +2987,14 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
// does the shader contain BUILTINs which break the batching and should prevent color baking?
bdata.prevent_color_baking = false;
if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
bdata.prevent_color_baking = true;
}
}
if (r_ris.last_blend_mode != blend_mode) {
switch (blend_mode) {

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@ -200,6 +200,10 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
// to alternate batching method and add color to the vertex format.
int total_color_changes;
// if the shader is using MODULATE, we prevent baking so the final_modulate can
// be read in the shader
bool prevent_color_baking;
// measured in pixels, recalculated each frame
float scissor_threshold_area;

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@ -1424,6 +1424,9 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.uses_screen_texture = false;
p_shader->canvas_item.uses_screen_uv = false;
p_shader->canvas_item.uses_time = false;
p_shader->canvas_item.uses_modulate = false;
p_shader->canvas_item.reads_color = false;
p_shader->canvas_item.prevent_color_baking = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@ -1438,6 +1441,9 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
shaders.actions_canvas.read_flag_pointers["COLOR"] = &p_shader->canvas_item.reads_color;
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
@ -1525,6 +1531,11 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->uses_vertex_time = gen_code.uses_vertex_time;
p_shader->uses_fragment_time = gen_code.uses_fragment_time;
// some logic for batching
if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
p_shader->canvas_item.prevent_color_baking = p_shader->canvas_item.uses_modulate | p_shader->canvas_item.reads_color;
}
p_shader->shader->set_custom_shader(p_shader->custom_code_id);
p_shader->shader->bind();

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@ -450,6 +450,13 @@ public:
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
bool uses_modulate;
bool reads_color;
// this flag is specifically for batching
// some of the logic is thus in rasterizer_storage.cpp
// we could alternatively set some bitflags here and test on the fly
bool prevent_color_baking;
} canvas_item;

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@ -486,6 +486,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
*p_actions.write_flag_pointers[var_node->name] = true;
}
if (!p_assigning && p_actions.read_flag_pointers.has(var_node->name)) {
*p_actions.read_flag_pointers[var_node->name] = true;
}
if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
String define = p_default_actions.usage_defines[var_node->name];
String node_name = define.substr(1, define.length());

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@ -44,6 +44,7 @@ public:
Map<StringName, Pair<int *, int> > render_mode_values;
Map<StringName, bool *> render_mode_flags;
Map<StringName, bool *> usage_flag_pointers;
Map<StringName, bool *> read_flag_pointers;
Map<StringName, bool *> write_flag_pointers;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;