GLES2 Batching - Prevent VERTEX baking within items in custom shaders

In addition to prevent item joins when VERTEX reads are present in a custom shader, it is also necessary to prevent baking extra matrices (extra transforms) WITHIN items, because these can also report incorrect results.
This commit is contained in:
lawnjelly 2020-05-11 17:18:57 +01:00
parent d096ce1644
commit 57c70d8e9c
2 changed files with 17 additions and 10 deletions

View File

@ -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;
@ -2998,12 +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.batch_flags & RasterizerStorageGLES2::Shader::CanvasItem::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) {

View File

@ -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;