Commit Graph

771 Commits

Author SHA1 Message Date
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
Bastiaan Olij add5eaca43 Make MSAA work with external texture 2019-11-08 23:27:48 +11:00
Bastiaan Olij f7cba26a52 Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda.
2019-11-08 22:47:36 +11:00
Rémi Verschelde a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde 47389c3a16 Partial revert of #32657, undoing line shifting by 0.5
As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.

Fixes #33393.
Fixes #33421.
2019-11-07 15:43:04 +01:00
Holger Dammertz 418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn bc32779542 Fix depth format on Android in GLES2 2019-11-02 21:58:30 -07:00
Yuri Roubinsky 6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
clayjohn 033ae8a543 When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL 2019-10-30 07:45:09 -07:00
Rémi Verschelde 63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde 826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
clayjohn 7b3d098b2b Fixed using compressed textures and add work around for firefox webgl mesa sampler limit 2019-10-27 23:53:52 -07:00
clayjohn 51db564811 use proper texture in Android MSAA 2019-10-27 16:50:15 -07:00
Rémi Verschelde 3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde 3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn 6ec7686a0c Fix shadow mapping with RGBA textures on html 2019-10-26 10:17:22 -07:00
Rémi Verschelde 69003457b3 WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.

At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.

As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.

Fixes #33058.
2019-10-25 13:01:10 +02:00
Paul Trojahn bdaedb601c Fix draw_rect
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Rémi Verschelde 234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn 77939c6e2e add canvas background mode to GLES2 2019-10-06 23:26:11 -07:00
clayjohn cea1f13176 fix current issues with post-processing 2019-10-06 12:07:31 -07:00
Rémi Verschelde 0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn a152816c52 remove glViewport call as it wasnt needed and caused crash 2019-10-02 20:21:41 -07:00
clayjohn 07fd9719bf Fix reflection probe crash in GLES2 with post-processing 2019-10-02 14:35:10 -07:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
clayjohn afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
clayjohn 82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde 7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00