Merge pull request #38669 from lawnjelly/kessel_vertex_read
GLES2 Batching - Fix custom shaders reading VERTEX
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4b91111acb
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@ -60,7 +60,7 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
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settings_colored_vertex_format_threshold = 0.0f;
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settings_batch_buffer_num_verts = 0;
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scissor_threshold_area = 0.0f;
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prevent_color_baking = false;
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joined_item_batch_flags = 0;
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diagnose_frame = false;
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next_diagnose_tick = 10000;
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diagnose_frame_number = 9999999999; // some high number
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@ -1629,6 +1629,12 @@ void RasterizerCanvasGLES2::render_joined_item_commands(const BItemJoined &p_bij
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fill_state.use_hardware_transform = p_bij.use_hardware_transform();
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fill_state.extra_matrix_sent = false;
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// in the special case of custom shaders that read from VERTEX (i.e. vertex position)
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// we want to disable software transform of extra matrix
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if (bdata.joined_item_batch_flags & RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING) {
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fill_state.extra_matrix_sent = true;
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}
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for (unsigned int i = 0; i < p_bij.num_item_refs; i++) {
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const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i];
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item = ref.item;
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@ -1688,7 +1694,7 @@ void RasterizerCanvasGLES2::flush_render_batches(Item *p_first_item, Item *p_cur
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// only check whether to convert if there are quads (prevent divide by zero)
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// and we haven't decided to prevent color baking (due to e.g. MODULATE
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// being used in a shader)
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if (bdata.total_quads && !bdata.prevent_color_baking) {
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if (bdata.total_quads && !(bdata.joined_item_batch_flags & RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING)) {
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// minus 1 to prevent single primitives (ratio 1.0) always being converted to colored..
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// in that case it is slightly cheaper to just have the color as part of the batch
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float ratio = (float)(bdata.total_color_changes - 1) / (float)bdata.total_quads;
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@ -2267,7 +2273,8 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
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// does the shader contain BUILTINs which should break the batching?
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if (r_ris.shader_cache && !unshaded) {
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if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
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const unsigned int test_flags = RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING | RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING;
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if (r_ris.shader_cache->canvas_item.batch_flags & test_flags) {
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// we will do this same test on the shader during the rendering pass in order to set a bool not to bake vertex colors
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// instead of saving this info as it is cheap to calculate
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join = false;
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@ -2997,12 +3004,10 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
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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));
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bool reclip = false;
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// does the shader contain BUILTINs which break the batching and should prevent color baking?
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bdata.prevent_color_baking = false;
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// does the shader contain BUILTINs which break the batching and should prevent color baking or vertex baking?
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bdata.joined_item_batch_flags = 0;
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if (r_ris.shader_cache && !unshaded) {
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if (r_ris.shader_cache->canvas_item.prevent_color_baking) {
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bdata.prevent_color_baking = true;
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}
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bdata.joined_item_batch_flags = r_ris.shader_cache->canvas_item.batch_flags;
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}
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if (r_ris.last_blend_mode != blend_mode) {
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@ -200,9 +200,12 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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// to alternate batching method and add color to the vertex format.
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int total_color_changes;
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// if the shader is using MODULATE, we prevent baking so the final_modulate can
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// be read in the shader
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bool prevent_color_baking;
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// if the shader is using MODULATE, we prevent baking color so the final_modulate can
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// be read in the shader.
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// if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
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// to prevent the read position being incorrect.
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// These flags are defined in RasterizerStorageGLES2::Shader::CanvasItem::BatchFlags
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unsigned int joined_item_batch_flags;
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// measured in pixels, recalculated each frame
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float scissor_threshold_area;
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@ -1426,7 +1426,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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p_shader->canvas_item.uses_time = false;
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p_shader->canvas_item.uses_modulate = false;
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p_shader->canvas_item.reads_color = false;
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p_shader->canvas_item.prevent_color_baking = false;
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p_shader->canvas_item.reads_vertex = false;
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p_shader->canvas_item.batch_flags = 0;
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shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
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shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
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@ -1444,6 +1445,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
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shaders.actions_canvas.read_flag_pointers["COLOR"] = &p_shader->canvas_item.reads_color;
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shaders.actions_canvas.read_flag_pointers["VERTEX"] = &p_shader->canvas_item.reads_vertex;
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actions = &shaders.actions_canvas;
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actions->uniforms = &p_shader->uniforms;
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@ -1533,7 +1535,12 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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// some logic for batching
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if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
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p_shader->canvas_item.prevent_color_baking = p_shader->canvas_item.uses_modulate | p_shader->canvas_item.reads_color;
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if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.reads_color) {
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
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}
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if (p_shader->canvas_item.reads_vertex) {
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_VERTEX_BAKING;
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}
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}
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p_shader->shader->set_custom_shader(p_shader->custom_code_id);
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@ -447,16 +447,21 @@ public:
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int light_mode;
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enum BatchFlags {
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PREVENT_COLOR_BAKING = 1 << 0,
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PREVENT_VERTEX_BAKING = 1 << 1,
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};
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// these flags are specifically for batching
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// some of the logic is thus in rasterizer_storage.cpp
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// we could alternatively set bitflags for each 'uses' and test on the fly
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unsigned int batch_flags;
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bool uses_screen_texture;
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bool uses_screen_uv;
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bool uses_time;
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bool uses_modulate;
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bool reads_color;
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// this flag is specifically for batching
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// some of the logic is thus in rasterizer_storage.cpp
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// we could alternatively set some bitflags here and test on the fly
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bool prevent_color_baking;
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bool reads_vertex;
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} canvas_item;
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