Merge pull request #38669 from lawnjelly/kessel_vertex_read

GLES2 Batching - Fix custom shaders reading VERTEX
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Rémi Verschelde 2020-05-11 19:32:37 +02:00 committed by GitHub
commit 4b91111acb
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4 changed files with 38 additions and 18 deletions

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@ -60,7 +60,7 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
settings_colored_vertex_format_threshold = 0.0f; settings_colored_vertex_format_threshold = 0.0f;
settings_batch_buffer_num_verts = 0; settings_batch_buffer_num_verts = 0;
scissor_threshold_area = 0.0f; scissor_threshold_area = 0.0f;
prevent_color_baking = false; joined_item_batch_flags = 0;
diagnose_frame = false; diagnose_frame = false;
next_diagnose_tick = 10000; next_diagnose_tick = 10000;
diagnose_frame_number = 9999999999; // some high number diagnose_frame_number = 9999999999; // some high number
@ -1629,6 +1629,12 @@ void RasterizerCanvasGLES2::render_joined_item_commands(const BItemJoined &p_bij
fill_state.use_hardware_transform = p_bij.use_hardware_transform(); fill_state.use_hardware_transform = p_bij.use_hardware_transform();
fill_state.extra_matrix_sent = false; fill_state.extra_matrix_sent = false;
// in the special case of custom shaders that read from VERTEX (i.e. vertex position)
// we want to disable software transform of extra matrix
if (bdata.joined_item_batch_flags & RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING) {
fill_state.extra_matrix_sent = true;
}
for (unsigned int i = 0; i < p_bij.num_item_refs; i++) { for (unsigned int i = 0; i < p_bij.num_item_refs; i++) {
const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i]; const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i];
item = ref.item; item = ref.item;
@ -1688,7 +1694,7 @@ void RasterizerCanvasGLES2::flush_render_batches(Item *p_first_item, Item *p_cur
// only check whether to convert if there are quads (prevent divide by zero) // only check whether to convert if there are quads (prevent divide by zero)
// and we haven't decided to prevent color baking (due to e.g. MODULATE // and we haven't decided to prevent color baking (due to e.g. MODULATE
// being used in a shader) // being used in a shader)
if (bdata.total_quads && !bdata.prevent_color_baking) { if (bdata.total_quads && !(bdata.joined_item_batch_flags & RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING)) {
// minus 1 to prevent single primitives (ratio 1.0) always being converted to colored.. // 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 // 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; float ratio = (float)(bdata.total_color_changes - 1) / (float)bdata.total_quads;
@ -2267,7 +2273,8 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
// does the shader contain BUILTINs which should break the batching? // does the shader contain BUILTINs which should break the batching?
if (r_ris.shader_cache && !unshaded) { if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) { const unsigned int test_flags = RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING | RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING;
if (r_ris.shader_cache->canvas_item.batch_flags & test_flags) {
// we will do this same test on the shader during the rendering pass in order to set a bool not to bake vertex colors // 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 // instead of saving this info as it is cheap to calculate
join = false; join = false;
@ -2997,12 +3004,10 @@ 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 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; bool reclip = false;
// does the shader contain BUILTINs which break the batching and should prevent color baking? // does the shader contain BUILTINs which break the batching and should prevent color baking or vertex baking?
bdata.prevent_color_baking = false; bdata.joined_item_batch_flags = 0;
if (r_ris.shader_cache && !unshaded) { if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache->canvas_item.prevent_color_baking) { bdata.joined_item_batch_flags = r_ris.shader_cache->canvas_item.batch_flags;
bdata.prevent_color_baking = true;
}
} }
if (r_ris.last_blend_mode != blend_mode) { if (r_ris.last_blend_mode != blend_mode) {

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@ -200,9 +200,12 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
// to alternate batching method and add color to the vertex format. // to alternate batching method and add color to the vertex format.
int total_color_changes; int total_color_changes;
// if the shader is using MODULATE, we prevent baking so the final_modulate can // if the shader is using MODULATE, we prevent baking color so the final_modulate can
// be read in the shader // be read in the shader.
bool prevent_color_baking; // if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
// to prevent the read position being incorrect.
// These flags are defined in RasterizerStorageGLES2::Shader::CanvasItem::BatchFlags
unsigned int joined_item_batch_flags;
// measured in pixels, recalculated each frame // measured in pixels, recalculated each frame
float scissor_threshold_area; float scissor_threshold_area;

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@ -1426,7 +1426,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.uses_time = false; p_shader->canvas_item.uses_time = false;
p_shader->canvas_item.uses_modulate = false; p_shader->canvas_item.uses_modulate = false;
p_shader->canvas_item.reads_color = false; p_shader->canvas_item.reads_color = false;
p_shader->canvas_item.prevent_color_baking = false; p_shader->canvas_item.reads_vertex = false;
p_shader->canvas_item.batch_flags = 0;
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_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); shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@ -1444,6 +1445,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate; 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; shaders.actions_canvas.read_flag_pointers["COLOR"] = &p_shader->canvas_item.reads_color;
shaders.actions_canvas.read_flag_pointers["VERTEX"] = &p_shader->canvas_item.reads_vertex;
actions = &shaders.actions_canvas; actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms; actions->uniforms = &p_shader->uniforms;
@ -1533,7 +1535,12 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
// some logic for batching // some logic for batching
if (p_shader->mode == VS::SHADER_CANVAS_ITEM) { 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; if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.reads_color) {
p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
}
if (p_shader->canvas_item.reads_vertex) {
p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_VERTEX_BAKING;
}
} }
p_shader->shader->set_custom_shader(p_shader->custom_code_id); p_shader->shader->set_custom_shader(p_shader->custom_code_id);

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@ -447,16 +447,21 @@ public:
int light_mode; int light_mode;
enum BatchFlags {
PREVENT_COLOR_BAKING = 1 << 0,
PREVENT_VERTEX_BAKING = 1 << 1,
};
// these flags are specifically for batching
// some of the logic is thus in rasterizer_storage.cpp
// we could alternatively set bitflags for each 'uses' and test on the fly
unsigned int batch_flags;
bool uses_screen_texture; bool uses_screen_texture;
bool uses_screen_uv; bool uses_screen_uv;
bool uses_time; bool uses_time;
bool uses_modulate; bool uses_modulate;
bool reads_color; bool reads_color;
bool reads_vertex;
// 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; } canvas_item;