Commit Graph

804 Commits

Author SHA1 Message Date
Pedro J. Estébanez 1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
azagaya 3305783bac Fixed images in black margins 2020-06-03 18:33:33 -03:00
Yuri Roubinsky 371d48aea1 [3.2] Fix shader's length() function parsing in expressions 2020-06-03 19:43:47 +03:00
lawnjelly c7d18dec70 Rename batching project settings in preparation for GLES3
As it now seems like we will soon have GLES3 batching working using the same intermediate layer as GLES2, it makes more sense to reuse the same batching settings for both renderers rather than duplicate project settings for GLES2 and GLES3.
2020-05-26 18:15:35 +01:00
lawnjelly b95add2bfd GLES2 Batching - Builtins prevent baking in unshaded shaders
Builtins that should prevent baking colors and vertex positions were incorrectly only active in shaders that were not unshaded. This was a terminology misunderstanding - unshaded materials can still use shaders so should have the same test to prevent baking.
2020-05-23 11:35:33 +01:00
Rémi Verschelde e6a3499bef Fix Visual Studio C4334 warning 2020-05-19 10:19:52 +02:00
lawnjelly 8005175ea5 GLES2 polyline drawn as GL_LINE_STRIP to match GLES3
The behaviour of TYPE_POLYLINE appeared incorrect in GLES2, and inconsistent with GLES3 and the docs, which state that draw_polyline 'Draws interconnected line segments'. Also when drawing with triangles GLES2 draws interconnected segments.

This PR simply changes the primitive from GL_LINES to GL_LINE_STRIP as in GLES3.
2020-05-14 10:38:12 +01:00
Author Lawnjelly 94ed206bfc GLES2 Batching - Prevent baking colors with COLOR writes
Writing to COLOR in a custom shader can result in incorrect results if colors are baked (vertex color and modulate). This PR prevents baking with COLOR output, except under the special circumstances that final modulate is (1, 1, 1, 1), in which case the result will be correct. This should still allow color baking in many scenarios with custom shaders.
2020-05-12 14:04:53 +01:00
lawnjelly 57c70d8e9c 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.
2020-05-11 17:18:57 +01:00
lawnjelly d096ce1644 GLES2 Batching - Fix custom shaders reading VERTEX
In situations where custom canvas shaders read VERTEX values, they could read incorrect global positions rather than local positions where batching had baked item transforms. This PR prevents joining items that read VERTEX built in in shaders, and thus prevents this situation arising (as unjoined items will not bake transforms).
2020-05-11 15:54:15 +01:00
Technohacker 9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde d038a7e42d
Merge pull request #38517 from lawnjelly/gles3_nvidia_workaround
Add Nvidia Workaround for GLES3
2020-05-08 10:52:31 +02:00
lawnjelly dcb19ed735 Add Nvidia Workaround for GLES3
Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
Avril 5e320816f6 fix mistyped setting path 2020-05-07 15:48:43 +02:00
lawnjelly 17bb7af425 GLES3 - add counts for 2d drawcall and 2d items to performance monitor
This had already been implemented for GLES2 but not GLES3.
2020-05-07 11:31:43 +01:00
lawnjelly bda20edb76 GLES2 Batching - fix item reordering bug
There was a bug in the initial logic for item reordering, whereby it would check for overlaps between the mover (item being moved back) and sandwiched items, but there was no check for overlaps between the movee (item moved forward) and the sandwich items. This extra check is now done.

Also a minor addition to the diagnose frame info (godot texture ID).
2020-05-06 12:55:18 +01:00
Rémi Verschelde d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
Rémi Verschelde 41b836cb3d
Merge pull request #38450 from lawnjelly/shaper_modulate
GLES2 batching - prevent color baking with MODULATE or COLOR
2020-05-04 15:13:35 +02:00
lawnjelly 30a3f16e34 GLES2 disable half-float project setting
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
2020-05-04 13:11:23 +01:00
lawnjelly b08ad9ef64 GLES2 batching - prevent color baking with MODULATE or COLOR
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.

It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
2020-05-04 11:19:55 +01:00
Pedro J. Estébanez d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Rémi Verschelde 01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
lawnjelly 451c3fc0fb GLES2 2D batching - item reordering, light joining and light modulate fix
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.

In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B

Items already contain an AABB which can be used for this overlap test.

1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).

2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.

In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.

This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.

3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.

4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).

5)
This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Pedro J. Estébanez 7cc0f181c9 Improve shader time roll over
- Resurrect it for GL ES 2
- Apply roll over with `fmod()` instead of resetting it to 0
- Expose the setting from the `VisualServer`, since it does not belong in any specific rasterizer
2020-04-29 22:33:03 +02:00
Rémi Verschelde f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Fredia Huya-Kouadio 7c559afe29 Restrict `GL_TEXTURE_EXTERNAL_OES` to Android platform 2020-04-27 10:18:31 -07:00
Rémi Verschelde 0233b7e51f
Merge pull request #38251 from clayjohn/GLES2-shader-defines
Avoid duplicating shader defines in GLES2
2020-04-27 08:47:46 +02:00
clayjohn 782fd5fab6 Avoid duplicating shader defines in GLES2 2020-04-26 23:28:24 -07:00
lawnjelly a75c1ed1df GLES2 Batching fix canvas texscreen (SCREEN_TEXTURE)
When reading SCREEN_TEXTURE in a shader, this previously only worked succesfully for the first read of the screen, because state.canvas_texscreen_used was never getting reset. This PR resets state.canvas_texscreen_used at the beginning of each joined item, so that further screen reads can happen.
2020-04-25 13:40:43 +01:00
lawnjelly b954a8c099 Fix batching z_indices with z ranged lights
Joining items across z_indices can interfere with light culling for lights which only affect certain z ranges. This PR disables joining across z_indices when lights are present, except specifically for lights with both z_min set to the global minimum (-4096) and z_max set to the global maximum (4096).

In addition, the z_index is now stored on the joined_item for accurate light culling. The z_index is also displayed in frame diagnostics.
2020-04-23 11:58:06 +01:00
Rémi Verschelde 3b44f34166
Merge pull request #38114 from lawnjelly/kessel_rulerfix
Fix batch translate to colored synchronization error
2020-04-22 21:42:00 +02:00
lawnjelly 54cd6d3077 Fix batch translate to colored synchronization error
In rare circumstances default batches were being joined incorrectly, causing visual regressions. This logic has been fixed.

In addition slightly more output information has been added to frame diagnosis mode.
2020-04-22 18:52:42 +01:00
Rémi Verschelde ade57c4bf0
Merge pull request #38099 from clayjohn/GLES2-skeleton-rebind
Rebind material when skeleton changes in GLES2
2020-04-22 08:23:43 +02:00
clayjohn 6f322af3fb Rebind material when skeleton changes in GLES2 2020-04-21 17:46:40 -07:00
clayjohn 7fc2cba47d Use proper depth buffer format for rgba shadows
(cherry picked from commit 123dd390e4)
2020-04-21 14:15:49 +02:00
lawnjelly a9ae0fac86 Fixes incorrectly joining batch items from earlier z_index layers
Batching across z_index layers was not preserving the batch_break flag, which determines whether to not join the previous item. This is fixed by storing the flag in RenderItemState and preserving it across canvas_render_items calls.
2020-04-19 19:32:14 +01:00
Rémi Verschelde 008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly 72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
lawnjelly b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly a4cd274ca7 Batching with Extra Matrix commands
Defers sending 'transform' commands within a RasterizerCanvas::Item until they are needed for default batches. Instead locally caches the extra matrix and applies it using software transform, preventing unnecessary batch breaks.

The logic is relatively complex, and the whole 'extra matrix' of the legacy renderer in addition to the final_transform is not ideal. However this is required to accelerate some user drawing techniques, and later the lines in the IDE.
2020-04-15 12:48:36 +01:00
lawnjelly 93af8e7d1b 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().
2020-04-12 13:52:25 +01:00
Rémi Verschelde 4dadec331e
Merge pull request #37815 from clayjohn/reset-sky-flags
Reset texture flags after radiance map generation
2020-04-12 11:35:07 +02:00
clayjohn 193b0bf1e3 Reset texture flags after radiance map generation 2020-04-11 16:10:34 -07:00
lawnjelly 1fb6181ba6 Revert to default Rect drawing code for single rects
Determined that a large reason for the decrease in performance in unbatchable scenes was due to the new routine being analogous to the 'nvidia workaround' code, that is about half the speed. So this simply uses the old routine in the case of single unbatchable rects. Hopefully we will be able to remove the old path at a later stage.
2020-04-11 17:40:30 +01:00
clayjohn 4d32652851 Avoid material rebind when using skeleton 2020-04-07 10:35:58 -07:00
lawnjelly e7bec77ef3 Bake final_modulate uniform into vertex colors
Where the final_modulate color varies between render_items this can prevent batching. This PR solves this by baking final_modulate into the vertex colors, and setting the uniform 'final_modulate' to white, and allowing the joining of items that have different final_modulate values. The previous batching system can then cope with vertex color changes as normal.
2020-04-06 12:49:47 +01:00
lawnjelly 45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

This PR batches across canvas items as well as within items.

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Yuri Roubinsky ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
fhuya 30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Yuri Roubinsky 786b1cc7ff Fix shader crash if using multiple underscores in identifier names
(cherry picked from commit 15358b808b)
2020-02-06 13:02:07 +01:00
Eric Rybicki 3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
Rémi Verschelde 37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde 669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
clayjohn 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn f3af81b059 Gracefully handle 3D textures in GLES2 2020-01-16 11:28:14 -08:00
Yuri Roubinsky 5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
Rémi Verschelde 3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde 318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn 910f8719a0 Fix array constructor for lightmaps 2020-01-15 17:41:46 -08:00
clayjohn a345088433 Add background mode keep to GLES2 2020-01-15 15:59:00 -08:00
clayjohn 179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
Rémi Verschelde 815bf761a5 RasterizerCanvas: Use getornull to fetch light occluder polygon
Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
Hugo Locurcio 0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde 94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn 906b5e7f3f Fix crash on trimesh_create by making surface->data available in non-tool builds 2020-01-03 13:39:40 -08:00
Rémi Verschelde fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp 1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
clayjohn 28543667fd Always use 16 bit renderbuffer depth on WebGL 2019-12-19 20:41:32 -08:00
clayjohn 2a694a44cb fix shadow color in GLES2 by making sRGB 2019-12-15 10:27:31 -08:00
Rémi Verschelde 371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Rémi Verschelde f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
Add a default POINT_SIZE
2019-12-12 06:45:31 +01:00
Bojidar Marinov eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
clayjohn 676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde 435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
clayjohn fd31cebcbe Use renderbuffer depth for post-process buffers when appropriate 2019-12-09 22:19:11 -08:00
clayjohn e8d652f160 Force 32 bit depth buffer for WebGL 2019-12-09 22:14:12 -08:00
Rémi Verschelde fbfd56c247 GLES2: Fix uninitialized members in ShaderGLES2::Version
Fixes #34109.
2019-12-05 09:15:31 +01:00
Rémi Verschelde 10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Rémi Verschelde 65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp f5e81b894a Removed duplicated conditional in GLES2 2019-11-29 06:32:55 +01:00
PouleyKetchoupp e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
George Marques c51fe7f7cd
Use ANGLE multisample extensions for UWP 2019-11-26 13:55:19 -03:00
clayjohn 5ab3b61520 Restructure depth_internalformat code to work on mobile
This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.

Fixes #33825.
2019-11-23 18:08:19 -08:00
Rémi Verschelde bb1d75f55e glTexImage2D: Fix confusion between format and internal format
The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.

Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml

Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn 334d41d7cc Fix Specular Blinn function 2019-11-22 22:03:26 -08:00
clayjohn 4d6737ec73 Fix bugs introduced by IBL fixes 2019-11-20 22:54:44 -08:00
Rémi Verschelde 083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut 99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Rémi Verschelde 3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
Rémi Verschelde 7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij 15cd81dc69 Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 2019-11-19 20:57:18 +11:00
Rémi Verschelde 6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn 14b06fc207 Fix negative light flickering 2019-11-17 22:18:54 -08:00
clayjohn 1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
Bastiaan Olij 4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00