Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses multiple rasterizer commands (e.g. Label node; a node with multiple GDScript draw_* calls).
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@ -50,23 +50,44 @@ public:
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Color final_modulate;
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float time;
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Size2 texpixel_size;
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};
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struct Vertex {
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Vector2 v;
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Color c;
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Vector2 uv;
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};
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struct Data {
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GLuint canvas_quad_vertices;
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GLuint polygon_buffer;
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GLuint polygon_index_buffer;
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GLuint vertex_buffer;
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GLuint index_buffer;
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uint32_t polygon_buffer_size;
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uint32_t vertex_buffer_size;
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uint32_t index_buffer_size;
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GLuint ninepatch_vertices;
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GLuint ninepatch_elements;
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int ninepatch_elements[3 * 2 * 9];
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int *mem_index_buffer;
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uint32_t mem_index_buffer_offset;
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uint32_t mem_index_buffer_size;
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Vertex *mem_vertex_buffer;
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uint32_t mem_vertex_buffer_offset;
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uint32_t mem_vertex_buffer_size;
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GLuint primitive;
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GLuint texture;
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} data;
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struct State {
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Uniforms uniforms;
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Uniforms prev_uniforms;
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bool tiled;
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bool canvas_texscreen_used;
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CanvasShaderGLES2 canvas_shader;
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// CanvasShadowShaderGLES3 canvas_shadow_shader;
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@ -99,9 +120,16 @@ public:
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_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _begin(const GLuint p_primitive);
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_FORCE_INLINE_ void _prepare(const int p_vertex_count, const int p_index_count);
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_FORCE_INLINE_ void _commit(const int p_vertex_count, const int p_index_count);
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_FORCE_INLINE_ void _flush();
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_FORCE_INLINE_ void _draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices);
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_FORCE_INLINE_ void _untile();
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
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_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
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@ -114,8 +142,8 @@ public:
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virtual void reset_canvas();
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RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
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_FORCE_INLINE_ void _bind_shader(RasterizerStorageGLES2::Material *p_material);
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void _bind_quad_buffer();
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void initialize();
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@ -345,9 +345,6 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
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RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
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canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
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canvas->state.canvas_shader.set_custom_shader(0);
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canvas->state.canvas_shader.bind();
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@ -359,7 +356,7 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
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// TODO normals
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 1, 1, -1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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@ -252,7 +252,7 @@ public:
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int mipmaps;
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bool active;
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GLenum tex_id;
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GLuint tex_id;
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uint16_t stored_cube_sides;
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@ -429,6 +429,8 @@ public:
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bool uses_screen_texture;
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bool uses_screen_uv;
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bool uses_time;
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bool uses_modelview_matrix;
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bool uses_vertex;
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} canvas_item;
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@ -122,13 +122,11 @@ GLint ShaderGLES2::get_uniform_location(int p_index) const {
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}
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bool ShaderGLES2::bind() {
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if (active != this || !version || new_conditional_version.key != conditional_version.key) {
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conditional_version = new_conditional_version;
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version = get_current_version();
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} else {
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if (!is_dirty())
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return false;
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}
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conditional_version = new_conditional_version;
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version = get_current_version();
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ERR_FAIL_COND_V(!version, false);
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@ -1109,3 +1107,7 @@ ShaderGLES2::ShaderGLES2() {
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ShaderGLES2::~ShaderGLES2() {
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finish();
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}
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bool ShaderGLES2::is_dirty() const {
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return active != this || !version || new_conditional_version.key != conditional_version.key;
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}
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@ -208,6 +208,7 @@ public:
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GLint get_uniform_location(int p_index) const;
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static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
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bool is_dirty() const;
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bool bind();
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void unbind();
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void bind_uniforms();
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@ -20,13 +20,6 @@ varying vec4 color_interp;
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uniform highp vec2 color_texpixel_size;
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#endif
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uniform highp float time;
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VERTEX_SHADER_GLOBALS
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@ -44,35 +37,9 @@ void main() {
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vec4 color = color_attrib;
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
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// This is what is done in the GLES 3 bindings and should
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// take care of flipped rects.
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//
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// But it doesn't.
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// I don't know why, will need to investigate further.
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outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
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// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
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#else
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vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
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#ifdef USE_UV_ATTRIBUTE
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uv_interp = uv_attrib;
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#else
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uv_interp = vertex.xy;
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#endif
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#endif
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{
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vec2 src_vtx=outvec.xy;
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