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