Merge pull request #38694 from lawnjelly/kessel_builtins
GLES2 Batching - Prevent baking colors with COLOR writes
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b7ce9ad1bf
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@ -1908,6 +1908,7 @@ void RasterizerCanvasGLES2::join_sorted_items() {
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_render_item_state.joined_item->num_item_refs = 1;
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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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_render_item_state.joined_item->bounding_rect = ci->global_rect_cache;
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_render_item_state.joined_item->z_index = z;
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_render_item_state.joined_item->z_index = z;
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_render_item_state.joined_item->flags = bdata.joined_item_batch_flags;
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// add the reference
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// add the reference
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BItemRef *r = bdata.item_refs.request_with_grow();
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BItemRef *r = bdata.item_refs.request_with_grow();
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@ -2184,7 +2185,8 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
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}
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}
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// if there are any state changes we change join to false
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// if there are any state changes we change join to false
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// we also set r_batch_break to true if we don't want this item joined
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// we also set r_batch_break to true if we don't want this item joined to the next
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// (e.g. an item that must not be joined at all)
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r_batch_break = false;
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r_batch_break = false;
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bool join = true;
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bool join = true;
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@ -2271,17 +2273,6 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
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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 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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bool reclip = false;
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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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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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r_batch_break = true;
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}
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}
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// we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
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// we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
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// (only in software transform mode)
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// (only in software transform mode)
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// This maybe inefficient storing it...
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// This maybe inefficient storing it...
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@ -2292,6 +2283,33 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
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r_ris.last_blend_mode = blend_mode;
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r_ris.last_blend_mode = blend_mode;
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}
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}
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// does the shader contain BUILTINs which should break the batching?
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bdata.joined_item_batch_flags = 0;
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if (r_ris.shader_cache && !unshaded) {
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unsigned int and_flags = r_ris.shader_cache->canvas_item.batch_flags & (RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING | RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING);
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if (and_flags) {
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bool break_batching = true;
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if (and_flags == RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING) {
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// in some circumstances, if the modulate is identity, we still allow baking because reading modulate / color
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// will still be okay to do in the shader with no ill effects
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if (r_ris.final_modulate == Color(1, 1, 1, 1)) {
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break_batching = false;
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}
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}
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if (break_batching) {
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join = false;
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r_batch_break = true;
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// save the flags so that they don't need to be recalculated in the 2nd pass
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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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}
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}
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if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
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if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
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// we cannot join lit items easily.
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// we cannot join lit items easily.
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@ -3004,12 +3022,6 @@ 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 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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bool reclip = 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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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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if (r_ris.last_blend_mode != blend_mode) {
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switch (blend_mode) {
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switch (blend_mode) {
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@ -135,7 +135,10 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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// note the z_index may only be correct for the first of the joined item references
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// note the z_index may only be correct for the first of the joined item references
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// this has implications for light culling with z ranged lights.
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// this has implications for light culling with z ranged lights.
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int z_index;
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int16_t z_index;
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// these are defined in RasterizerStorageGLES2::Shader::CanvasItem::BatchFlags
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uint16_t flags;
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// we are always splitting items with lots of commands,
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// we are always splitting items with lots of commands,
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// and items with unhandled primitives (default)
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// and items with unhandled primitives (default)
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@ -205,7 +208,7 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
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// if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
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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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// to prevent the read position being incorrect.
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// These flags are defined in RasterizerStorageGLES2::Shader::CanvasItem::BatchFlags
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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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uint32_t joined_item_batch_flags;
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// measured in pixels, recalculated each frame
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// measured in pixels, recalculated each frame
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float scissor_threshold_area;
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float scissor_threshold_area;
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@ -1425,7 +1425,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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p_shader->canvas_item.uses_screen_uv = false;
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p_shader->canvas_item.uses_screen_uv = false;
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p_shader->canvas_item.uses_time = false;
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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.uses_modulate = false;
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p_shader->canvas_item.reads_color = false;
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p_shader->canvas_item.uses_color = false;
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p_shader->canvas_item.reads_vertex = 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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p_shader->canvas_item.batch_flags = 0;
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@ -1443,8 +1443,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
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shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
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shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
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shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
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shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
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shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
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shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
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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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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 = &shaders.actions_canvas;
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@ -1535,7 +1535,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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// some logic for batching
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// some logic for batching
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if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
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if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
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if (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.uses_color) {
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
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}
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}
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if (p_shader->canvas_item.reads_vertex) {
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if (p_shader->canvas_item.reads_vertex) {
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@ -447,20 +447,20 @@ public:
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int light_mode;
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int light_mode;
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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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enum BatchFlags {
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enum BatchFlags {
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PREVENT_COLOR_BAKING = 1 << 0,
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PREVENT_COLOR_BAKING = 1 << 0,
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PREVENT_VERTEX_BAKING = 1 << 1,
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PREVENT_VERTEX_BAKING = 1 << 1,
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};
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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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unsigned int batch_flags;
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bool uses_screen_texture;
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bool uses_screen_texture;
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bool uses_screen_uv;
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bool uses_screen_uv;
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bool uses_time;
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bool uses_time;
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bool uses_modulate;
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bool uses_modulate;
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bool reads_color;
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bool uses_color;
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bool reads_vertex;
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bool reads_vertex;
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} canvas_item;
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} canvas_item;
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