154b9c1c91
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
131 lines
5.9 KiB
C++
131 lines
5.9 KiB
C++
/*************************************************************************/
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/* config.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef GLES3_ENABLED
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#include "config.h"
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#include "core/config/project_settings.h"
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#include "core/templates/vector.h"
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using namespace GLES3;
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#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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Config *Config::singleton = nullptr;
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Config::Config() {
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singleton = this;
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{
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GLint max_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
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for (int i = 0; i < max_extensions; i++) {
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const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
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if (!s) {
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break;
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}
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extensions.insert((const char *)s);
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}
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}
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bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
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#ifdef GLES_OVER_GL
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float_texture_supported = true;
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etc2_supported = false;
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s3tc_supported = true;
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rgtc_supported = true; //RGTC - core since OpenGL version 3.0
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#else
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float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
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etc2_supported = true;
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#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
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// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
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// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
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// For good measure we do the same hack for iOS, just in case.
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s3tc_supported = false;
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#else
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s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
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#endif
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rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
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#endif
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#ifdef GLES_OVER_GL
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use_rgba_2d_shadows = false;
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#else
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use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
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#endif
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
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// the use skeleton software path should be used if either float texture is not supported,
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// OR max_vertex_texture_image_units is zero
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use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
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support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
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if (support_anisotropic_filter) {
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glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
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anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
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}
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force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
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use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
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use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
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if (use_depth_prepass) {
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String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors");
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Vector<String> vendor_match = vendors.split(",");
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String renderer = (const char *)glGetString(GL_RENDERER);
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for (int i = 0; i < vendor_match.size(); i++) {
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String v = vendor_match[i].strip_edges();
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if (v == String()) {
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continue;
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}
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if (renderer.findn(v) != -1) {
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use_depth_prepass = false;
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}
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}
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}
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max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
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max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
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max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
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}
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Config::~Config() {
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singleton = nullptr;
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}
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#endif // GLES3_ENABLED
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