Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items. It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
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@ -67,16 +67,18 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
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settings_scissor_threshold = -1.0f;
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}
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RasterizerCanvasGLES2::RenderItemState::RenderItemState() {
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current_clip = NULL;
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shader_cache = NULL;
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void RasterizerCanvasGLES2::RenderItemState::reset() {
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current_clip = nullptr;
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shader_cache = nullptr;
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rebind_shader = true;
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prev_use_skeleton = false;
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last_blend_mode = -1;
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canvas_last_material = RID();
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item_group_z = 0;
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item_group_light = 0;
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item_group_light = nullptr;
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final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
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joined_item = nullptr;
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}
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RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_get_canvas_texture(const RID &p_texture) const {
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@ -286,8 +288,8 @@ bool RasterizerCanvasGLES2::prefill_joined_item(FillState &r_fill_state, int &r_
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_prefill_default_batch(r_fill_state, command_num);
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break;
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}
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}
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} // if use hardware transform
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}
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Color col = rect->modulate;
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if (multiply_final_modulate) {
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@ -1523,17 +1525,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *p_c
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render_batches(commands, p_current_clip, r_reclip, p_material);
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}
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void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
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bdata.items_joined.reset();
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bdata.item_refs.reset();
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void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z) {
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RenderItemState render_item_state;
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render_item_state.item_group_z = p_z;
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render_item_state.item_group_modulate = p_modulate;
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render_item_state.item_group_light = p_light;
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render_item_state.item_group_base_transform = p_base_transform;
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BItemJoined *j = 0;
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_render_item_state.item_group_z = p_z;
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// join is whether to join to the previous batch.
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// batch_break is whether to PREVENT the next batch from joining with us
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@ -1554,17 +1548,17 @@ void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z, const Color &
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// even though we know join is false.
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// also we need to run try_join_item for every item because it keeps the state up to date,
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// if we didn't run it the state would be out of date.
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try_join_item(ci, render_item_state, batch_break);
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try_join_item(ci, _render_item_state, batch_break);
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} else {
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join = try_join_item(ci, render_item_state, batch_break);
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join = try_join_item(ci, _render_item_state, batch_break);
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}
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// assume the first item will always return no join
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if (!join) {
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j = bdata.items_joined.request_with_grow();
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j->first_item_ref = bdata.item_refs.size();
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j->num_item_refs = 1;
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j->bounding_rect = ci->global_rect_cache;
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_render_item_state.joined_item = bdata.items_joined.request_with_grow();
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_render_item_state.joined_item->first_item_ref = bdata.item_refs.size();
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_render_item_state.joined_item->num_item_refs = 1;
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_render_item_state.joined_item->bounding_rect = ci->global_rect_cache;
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// add the reference
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BItemRef *r = bdata.item_refs.request_with_grow();
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@ -1573,23 +1567,22 @@ void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z, const Color &
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// for baking into vertex colors.
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// this may not be ideal... as we are increasing the size of item reference,
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// but it is stupidly complex to calculate later, which would probably be slower.
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r->final_modulate = render_item_state.final_modulate;
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r->final_modulate = _render_item_state.final_modulate;
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} else {
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CRASH_COND(j == 0);
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j->num_item_refs += 1;
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j->bounding_rect = j->bounding_rect.merge(ci->global_rect_cache);
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CRASH_COND(_render_item_state.joined_item == 0);
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_render_item_state.joined_item->num_item_refs += 1;
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_render_item_state.joined_item->bounding_rect = _render_item_state.joined_item->bounding_rect.merge(ci->global_rect_cache);
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BItemRef *r = bdata.item_refs.request_with_grow();
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r->item = ci;
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r->final_modulate = render_item_state.final_modulate;
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r->final_modulate = _render_item_state.final_modulate;
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}
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p_item_list = p_item_list->next;
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}
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}
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void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
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void RasterizerCanvasGLES2::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
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// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
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if (bdata.settings_flash_batching) {
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if ((Engine::get_singleton()->get_frames_drawn() % 2) == 0)
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@ -1598,15 +1591,44 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
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bdata.settings_use_batching = false;
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}
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if (!bdata.settings_use_batching) {
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return;
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}
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// this only needs to be done when screen size changes, but this should be
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// infrequent enough
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_calculate_scissor_threshold_area();
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// state 1 : join similar items, so that their state changes are not repeated,
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// and commands from joined items can be batched together
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if (bdata.settings_use_batching)
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join_items(p_item_list, p_z, p_modulate, p_light, p_base_transform);
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// set up render item state for all the z_indexes (this is common to all z_indexes)
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_render_item_state.reset();
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_render_item_state.item_group_modulate = p_modulate;
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_render_item_state.item_group_light = p_light;
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_render_item_state.item_group_base_transform = p_base_transform;
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}
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void RasterizerCanvasGLES2::canvas_render_items_end() {
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if (!bdata.settings_use_batching) {
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return;
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}
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// batching render is deferred until after going through all the z_indices, joining all the items
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canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
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_render_item_state.item_group_light,
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_render_item_state.item_group_base_transform);
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bdata.items_joined.reset();
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bdata.item_refs.reset();
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}
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void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
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// stage 1 : join similar items, so that their state changes are not repeated,
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// and commands from joined items can be batched together
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if (bdata.settings_use_batching) {
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join_items(p_item_list, p_z);
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return;
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}
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// only legacy renders at this stage, batched renderer doesn't render until canvas_render_items_end()
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canvas_render_items_implementation(p_item_list, p_z, p_modulate, p_light, p_base_transform);
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}
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@ -1767,6 +1789,9 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
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// a + light_blend + b + light_blend IS NOT THE SAME AS
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// a + b + light_blend
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join = false;
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// we also dont want to allow joining this item with the next item, because the next item could have no lights!
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r_batch_break = true;
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}
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if (reclip) {
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@ -181,7 +181,8 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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} bdata;
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struct RenderItemState {
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RenderItemState();
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RenderItemState() { reset(); }
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void reset();
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Item *current_clip;
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RasterizerStorageGLES2::Shader *shader_cache;
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bool rebind_shader;
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@ -190,12 +191,15 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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RID canvas_last_material;
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Color final_modulate;
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// used for joining items only
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BItemJoined *joined_item;
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// 'item group' is data over a single call to canvas_render_items
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int item_group_z;
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Color item_group_modulate;
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Light *item_group_light;
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Transform2D item_group_base_transform;
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};
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} _render_item_state;
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struct FillState {
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void reset() {
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@ -212,6 +216,8 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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};
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public:
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virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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virtual void canvas_render_items_end();
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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private:
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@ -222,7 +228,7 @@ private:
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// high level batch funcs
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void canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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void render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris);
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void join_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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void join_items(Item *p_item_list, int p_z);
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bool try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break);
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void render_joined_item_commands(const BItemJoined &p_bij, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material);
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void render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material);
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@ -1066,6 +1066,8 @@ public:
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virtual void canvas_begin() = 0;
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virtual void canvas_end() = 0;
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virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {}
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virtual void canvas_render_items_end() {}
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0;
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
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@ -42,11 +42,13 @@ void VisualServerCanvas::_render_canvas_item_tree(Item *p_canvas_item, const Tra
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_render_canvas_item(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, NULL, NULL);
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VSG::canvas_render->canvas_render_items_begin(p_modulate, p_lights, p_transform);
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for (int i = 0; i < z_range; i++) {
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if (!z_list[i])
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continue;
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VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_modulate, p_lights, p_transform);
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}
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VSG::canvas_render->canvas_render_items_end();
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}
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void _collect_ysort_children(VisualServerCanvas::Item *p_canvas_item, Transform2D p_transform, VisualServerCanvas::Item *p_material_owner, const Color p_modulate, VisualServerCanvas::Item **r_items, int &r_index) {
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@ -259,6 +261,7 @@ void VisualServerCanvas::render_canvas(Canvas *p_canvas, const Transform2D &p_tr
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_render_canvas_item(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, NULL, NULL);
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}
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VSG::canvas_render->canvas_render_items_begin(p_canvas->modulate, p_lights, p_transform);
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for (int i = 0; i < z_range; i++) {
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if (!z_list[i])
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continue;
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@ -269,6 +272,7 @@ void VisualServerCanvas::render_canvas(Canvas *p_canvas, const Transform2D &p_tr
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VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_canvas->modulate, p_lights, p_transform);
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}
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VSG::canvas_render->canvas_render_items_end();
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} else {
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for (int i = 0; i < l; i++) {
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