Commit Graph

727 Commits

Author SHA1 Message Date
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
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