add project setting for max lights and reflections in gles3

(cherry picked from commit 1a981ef268)
This commit is contained in:
clayjohn 2019-07-28 11:58:58 -07:00 committed by Rémi Verschelde
parent 050c4dab00
commit cf9560fdab
3 changed files with 20 additions and 6 deletions

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@ -705,6 +705,12 @@
<member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter=""> <member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter="">
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work. Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
</member> </member>
<member name="rendering/limits/rendering/max_renderable_lights" type="int" setter="" getter="">
Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
</member>
<member name="rendering/limits/rendering/max_renderable_reflections" type="int" setter="" getter="">
Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
</member>
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter=""> <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves. Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
</member> </member>

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@ -2817,7 +2817,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
for (int i = 0; i < p_light_cull_count; i++) { for (int i = 0; i < p_light_cull_count; i++) {
ERR_BREAK(i >= RenderList::MAX_LIGHTS); ERR_BREAK(i >= render_list.max_lights);
LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
@ -4173,7 +4173,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
for (int i = 0; i < p_light_cull_count; i++) { for (int i = 0; i < p_light_cull_count; i++) {
ERR_BREAK(i >= RenderList::MAX_LIGHTS); ERR_BREAK(i >= render_list.max_lights);
LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) { if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
@ -4979,6 +4979,10 @@ void RasterizerSceneGLES3::initialize() {
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1"));
render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1"));
render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1"));
{ {
//quad buffers //quad buffers
@ -5073,7 +5077,7 @@ void RasterizerSceneGLES3::initialize() {
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size); glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size);
const int ubo_light_size = 160; const int ubo_light_size = 160;
state.ubo_light_size = ubo_light_size; state.ubo_light_size = ubo_light_size;
state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size); state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size);
state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
@ -5098,7 +5102,7 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n"); state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n");
state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n"); state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");
state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO));
state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);

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@ -665,8 +665,8 @@ public:
SORT_FLAG_SKELETON = 1, SORT_FLAG_SKELETON = 1,
SORT_FLAG_INSTANCING = 2, SORT_FLAG_INSTANCING = 2,
MAX_DIRECTIONAL_LIGHTS = 16, MAX_DIRECTIONAL_LIGHTS = 16,
MAX_LIGHTS = 4096, DEFAULT_MAX_LIGHTS = 4096,
MAX_REFLECTIONS = 1024, DEFAULT_MAX_REFLECTIONS = 1024,
SORT_KEY_PRIORITY_SHIFT = 56, SORT_KEY_PRIORITY_SHIFT = 56,
SORT_KEY_PRIORITY_MASK = 0xFF, SORT_KEY_PRIORITY_MASK = 0xFF,
@ -697,6 +697,8 @@ public:
}; };
int max_elements; int max_elements;
int max_lights;
int max_reflections;
struct Element { struct Element {
@ -809,6 +811,8 @@ public:
RenderList() { RenderList() {
max_elements = DEFAULT_MAX_ELEMENTS; max_elements = DEFAULT_MAX_ELEMENTS;
max_lights = DEFAULT_MAX_LIGHTS;
max_reflections = DEFAULT_MAX_REFLECTIONS;
} }
~RenderList() { ~RenderList() {