1561 lines
57 KiB
C++
1561 lines
57 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_batcher.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef RASTERIZER_CANVAS_BATCHER_H
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#define RASTERIZER_CANVAS_BATCHER_H
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "rasterizer_array.h"
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#include "rasterizer_asserts.h"
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#include "rasterizer_storage_common.h"
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#include "core/config/project_settings.h"
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#include "servers/rendering/renderer_compositor.h"
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// We are using the curiously recurring template pattern
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// https://en.wikipedia.org/wiki/Curiously_recurring_template_pattern
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// For static polymorphism.
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// This makes it super easy to access
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// data / call funcs in the derived rasterizers from the base without writing and
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// maintaining a boatload of virtual functions.
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// In addition it assures that vtable will not be used and the function calls can be optimized,
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// because it gives compile time static polymorphism.
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// These macros makes it simpler and less verbose to define (and redefine) the inline functions
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// template preamble
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#define T_PREAMBLE template <class T, typename T_STORAGE>
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// class preamble
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#define C_PREAMBLE RasterizerCanvasBatcher<T, T_STORAGE>
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// generic preamble
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#define PREAMBLE(RET_T) \
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T_PREAMBLE \
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RET_T C_PREAMBLE
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template <class T, typename T_STORAGE>
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class RasterizerCanvasBatcher {
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public:
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// used to determine whether we use hardware transform (none)
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// software transform all verts, or software transform just a translate
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// (no rotate or scale)
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enum TransformMode {
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TM_NONE,
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TM_ALL,
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TM_TRANSLATE,
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};
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// pod versions of vector and color and RID, need to be 32 bit for vertex format
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struct BatchVector2 {
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float x, y;
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void set(float xx, float yy) {
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x = xx;
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y = yy;
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}
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void set(const Vector2 &p_o) {
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x = p_o.x;
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y = p_o.y;
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}
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void to(Vector2 &r_o) const {
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r_o.x = x;
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r_o.y = y;
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}
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};
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struct BatchColor {
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float r, g, b, a;
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void set_white() {
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r = 1.0f;
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g = 1.0f;
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b = 1.0f;
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a = 1.0f;
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}
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void set(const Color &p_c) {
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r = p_c.r;
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g = p_c.g;
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b = p_c.b;
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a = p_c.a;
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}
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void set(float rr, float gg, float bb, float aa) {
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r = rr;
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g = gg;
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b = bb;
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a = aa;
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}
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bool operator==(const BatchColor &p_c) const {
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return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
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}
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bool operator!=(const BatchColor &p_c) const { return (*this == p_c) == false; }
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bool equals(const Color &p_c) const {
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return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
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}
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const float *get_data() const { return &r; }
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String to_string() const {
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String sz = "{";
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const float *data = get_data();
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for (int c = 0; c < 4; c++) {
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float f = data[c];
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int val = ((f * 255.0f) + 0.5f);
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sz += String(Variant(val)) + " ";
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}
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sz += "}";
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return sz;
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}
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};
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// simplest FVF - local or baked position
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struct BatchVertex {
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// must be 32 bit pod
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BatchVector2 pos;
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BatchVector2 uv;
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};
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// simple FVF but also incorporating baked color
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struct BatchVertexColored : public BatchVertex {
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// must be 32 bit pod
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BatchColor col;
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};
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// if we are using normal mapping, we need light angles to be sent
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struct BatchVertexLightAngled : public BatchVertexColored {
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// must be pod
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float light_angle;
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};
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// CUSTOM SHADER vertex formats. These are larger but will probably
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// be needed with custom shaders in order to have the data accessible in the shader.
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// if we are using COLOR in vertex shader but not position (VERTEX)
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struct BatchVertexModulated : public BatchVertexLightAngled {
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BatchColor modulate;
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};
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struct BatchTransform {
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BatchVector2 translate;
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BatchVector2 basis[2];
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};
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// last resort, specially for custom shader, we put everything possible into a huge FVF
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// not very efficient, but better than no batching at all.
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struct BatchVertexLarge : public BatchVertexModulated {
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// must be pod
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BatchTransform transform;
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};
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// Batch should be as small as possible, and ideally nicely aligned (is 32 bytes at the moment)
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struct Batch {
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RasterizerStorageCommon::BatchType type; // should be 16 bit
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uint16_t batch_texture_id;
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// also item reference number
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uint32_t first_command;
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// in the case of DEFAULT, this is num commands.
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// with rects, is number of command and rects.
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// with lines, is number of lines
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uint32_t num_commands;
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// first vertex of this batch in the vertex lists
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uint32_t first_vert;
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BatchColor color;
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};
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struct BatchTex {
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enum TileMode : uint32_t {
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TILE_OFF,
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TILE_NORMAL,
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TILE_FORCE_REPEAT,
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};
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RID RID_texture;
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RID RID_normal;
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TileMode tile_mode;
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BatchVector2 tex_pixel_size;
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uint32_t flags;
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};
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// items in a list to be sorted prior to joining
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struct BSortItem {
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// have a function to keep as pod, rather than operator
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void assign(const BSortItem &o) {
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item = o.item;
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z_index = o.z_index;
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}
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RendererCanvasRender::Item *item;
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int z_index;
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};
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// batch item may represent 1 or more items
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struct BItemJoined {
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uint32_t first_item_ref;
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uint32_t num_item_refs;
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Rect2 bounding_rect;
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// note the z_index may only be correct for the first of the joined item references
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// this has implications for light culling with z ranged lights.
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int16_t z_index;
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// these are defined in RasterizerStorageCommon::BatchFlags
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uint16_t flags;
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// we are always splitting items with lots of commands,
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// and items with unhandled primitives (default)
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bool use_hardware_transform() const { return num_item_refs == 1; }
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};
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struct BItemRef {
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RendererCanvasRender::Item *item;
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Color final_modulate;
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};
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struct BLightRegion {
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void reset() {
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light_bitfield = 0;
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shadow_bitfield = 0;
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too_many_lights = false;
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}
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uint64_t light_bitfield;
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uint64_t shadow_bitfield;
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bool too_many_lights; // we can only do light region optimization if there are 64 or less lights
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};
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struct BatchData {
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BatchData() {
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reset_flush();
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reset_joined_item();
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gl_vertex_buffer = 0;
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gl_index_buffer = 0;
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max_quads = 0;
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vertex_buffer_size_units = 0;
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vertex_buffer_size_bytes = 0;
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index_buffer_size_units = 0;
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index_buffer_size_bytes = 0;
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use_colored_vertices = false;
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settings_use_batching = false;
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settings_max_join_item_commands = 0;
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settings_colored_vertex_format_threshold = 0.0f;
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settings_batch_buffer_num_verts = 0;
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scissor_threshold_area = 0.0f;
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joined_item_batch_flags = 0;
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diagnose_frame = false;
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next_diagnose_tick = 10000;
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diagnose_frame_number = 9999999999; // some high number
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join_across_z_indices = true;
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settings_item_reordering_lookahead = 0;
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settings_use_batching_original_choice = false;
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settings_flash_batching = false;
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settings_diagnose_frame = false;
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settings_scissor_lights = false;
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settings_scissor_threshold = -1.0f;
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settings_use_single_rect_fallback = false;
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settings_use_software_skinning = true;
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settings_ninepatch_mode = 0; // default
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settings_light_max_join_items = 16;
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settings_uv_contract = false;
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settings_uv_contract_amount = 0.0f;
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buffer_mode_batch_upload_send_null = true;
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buffer_mode_batch_upload_flag_stream = false;
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stats_items_sorted = 0;
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stats_light_items_joined = 0;
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}
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// called for each joined item
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void reset_joined_item() {
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// noop but left in as a stub
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}
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// called after each flush
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void reset_flush() {
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batches.reset();
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batch_textures.reset();
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vertices.reset();
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light_angles.reset();
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vertex_colors.reset();
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vertex_modulates.reset();
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vertex_transforms.reset();
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total_quads = 0;
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total_verts = 0;
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total_color_changes = 0;
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use_light_angles = false;
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use_modulate = false;
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use_large_verts = false;
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fvf = RasterizerStorageCommon::FVF_REGULAR;
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}
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unsigned int gl_vertex_buffer;
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unsigned int gl_index_buffer;
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uint32_t max_quads;
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uint32_t vertex_buffer_size_units;
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uint32_t vertex_buffer_size_bytes;
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uint32_t index_buffer_size_units;
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uint32_t index_buffer_size_bytes;
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// small vertex FVF type - pos and UV.
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// This will always be written to initially, but can be translated
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// to larger FVFs if necessary.
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RasterizerArray<BatchVertex> vertices;
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// extra data which can be stored during prefilling, for later translation to larger FVFs
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RasterizerArray<float> light_angles;
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RasterizerArray<BatchColor> vertex_colors; // these aren't usually used, but are for polys
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RasterizerArray<BatchColor> vertex_modulates;
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RasterizerArray<BatchTransform> vertex_transforms;
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// instead of having a different buffer for each vertex FVF type
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// we have a special array big enough for the biggest FVF
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// which can have a changeable unit size, and reuse it.
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RasterizerUnitArray unit_vertices;
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RasterizerArray<Batch> batches;
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RasterizerArray<Batch> batches_temp; // used for translating to colored vertex batches
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RasterizerArray_non_pod<BatchTex> batch_textures; // the only reason this is non-POD is because of RIDs
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// SHOULD THESE BE IN FILLSTATE?
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// flexible vertex format.
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// all verts have pos and UV.
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// some have color, some light angles etc.
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RasterizerStorageCommon::FVF fvf;
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bool use_colored_vertices;
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bool use_light_angles;
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bool use_modulate;
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bool use_large_verts;
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// if the shader is using MODULATE, we prevent baking color so the final_modulate can
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// be read in the shader.
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// if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
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// to prevent the read position being incorrect.
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// These flags are defined in RasterizerStorageCommon::BatchFlags
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uint32_t joined_item_batch_flags;
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RasterizerArray<BItemJoined> items_joined;
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RasterizerArray<BItemRef> item_refs;
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// items are sorted prior to joining
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RasterizerArray<BSortItem> sort_items;
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// new for Godot 4 .. the client outputs a linked list so we need to convert this
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// to a linear array
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LocalVector<RendererCanvasRender::Item::Command *> command_shortlist;
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// counts
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int total_quads;
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int total_verts;
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// we keep a record of how many color changes caused new batches
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// if the colors are causing an excessive number of batches, we switch
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// to alternate batching method and add color to the vertex format.
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int total_color_changes;
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// measured in pixels, recalculated each frame
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float scissor_threshold_area;
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// diagnose this frame, every nTh frame when settings_diagnose_frame is on
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bool diagnose_frame;
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String frame_string;
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uint32_t next_diagnose_tick;
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uint64_t diagnose_frame_number;
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// whether to join items across z_indices - this can interfere with z ranged lights,
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// so has to be disabled in some circumstances
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bool join_across_z_indices;
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// global settings
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bool settings_use_batching; // the current use_batching (affected by flash)
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bool settings_use_batching_original_choice; // the choice entered in project settings
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bool settings_flash_batching; // for regression testing, flash between non-batched and batched renderer
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bool settings_diagnose_frame; // print out batches to help optimize / regression test
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int settings_max_join_item_commands;
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float settings_colored_vertex_format_threshold;
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int settings_batch_buffer_num_verts;
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bool settings_scissor_lights;
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float settings_scissor_threshold; // 0.0 to 1.0
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int settings_item_reordering_lookahead;
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bool settings_use_single_rect_fallback;
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bool settings_use_software_skinning;
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int settings_light_max_join_items;
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int settings_ninepatch_mode;
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// buffer orphaning modes
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bool buffer_mode_batch_upload_send_null;
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bool buffer_mode_batch_upload_flag_stream;
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// uv contraction
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bool settings_uv_contract;
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float settings_uv_contract_amount;
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// only done on diagnose frame
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void reset_stats() {
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stats_items_sorted = 0;
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stats_light_items_joined = 0;
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}
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// frame stats (just for monitoring and debugging)
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int stats_items_sorted;
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int stats_light_items_joined;
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} bdata;
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struct FillState {
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void reset_flush() {
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// don't reset members that need to be preserved after flushing
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// half way through a list of commands
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curr_batch = 0;
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batch_tex_id = -1;
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texpixel_size = Vector2(1, 1);
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contract_uvs = false;
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sequence_batch_type_flags = 0;
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}
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void reset_joined_item(bool p_use_hardware_transform) {
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reset_flush();
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use_hardware_transform = p_use_hardware_transform;
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extra_matrix_sent = false;
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}
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// for batching multiple types, we don't allow mixing RECTs / LINEs etc.
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// using flags allows quicker rejection of sequences with different batch types
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uint32_t sequence_batch_type_flags;
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Batch *curr_batch;
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int batch_tex_id;
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bool use_hardware_transform;
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bool contract_uvs;
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Vector2 texpixel_size;
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Color final_modulate;
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TransformMode transform_mode;
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TransformMode orig_transform_mode;
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// support for extra matrices
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bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
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int transform_extra_command_number_p1; // plus one to allow fast checking against zero
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Transform2D transform_combined; // final * extra
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};
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// used during try_join
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struct RenderItemState {
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RenderItemState() { reset(); }
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void reset() {
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current_clip = nullptr;
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shader_cache = nullptr;
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rebind_shader = true;
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prev_use_skeleton = false;
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last_blend_mode = -1;
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canvas_last_material = RID();
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item_group_z = 0;
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item_group_light = nullptr;
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final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
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joined_item_batch_type_flags_curr = 0;
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joined_item_batch_type_flags_prev = 0;
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joined_item = nullptr;
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}
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RendererCanvasRender::Item *current_clip;
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typename T_STORAGE::Shader *shader_cache;
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bool rebind_shader;
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bool prev_use_skeleton;
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bool prev_distance_field;
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int last_blend_mode;
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RID canvas_last_material;
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Color final_modulate;
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// used for joining items only
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BItemJoined *joined_item;
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bool join_batch_break;
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BLightRegion light_region;
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// we need some logic to prevent joining items that have vastly different batch types
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// these are defined in RasterizerStorageCommon::BatchTypeFlags
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uint32_t joined_item_batch_type_flags_curr;
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uint32_t joined_item_batch_type_flags_prev;
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// 'item group' is data over a single call to canvas_render_items
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int item_group_z;
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Color item_group_modulate;
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RendererCanvasRender::Light *item_group_light;
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Transform2D item_group_base_transform;
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} _render_item_state;
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|
|
bool use_nvidia_rect_workaround;
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// End of structs used by the batcher. Beginning of funcs.
|
|
private:
|
|
// curiously recurring template pattern - allows access to functions in the DERIVED class
|
|
// this is kind of like using virtual functions but more efficient as they are resolved at compile time
|
|
T_STORAGE *get_storage() { return static_cast<const T *>(this)->storage; }
|
|
const T_STORAGE *get_storage() const { return static_cast<const T *>(this)->storage; }
|
|
T *get_this() { return static_cast<T *>(this); }
|
|
const T *get_this() const { return static_cast<const T *>(this); }
|
|
|
|
protected:
|
|
// main functions called from the rasterizer canvas
|
|
void batch_constructor();
|
|
void batch_initialize();
|
|
|
|
void batch_canvas_begin();
|
|
void batch_canvas_end();
|
|
void batch_canvas_render_items_begin(const Color &p_modulate, RendererCanvasRender::Light *p_light, const Transform2D &p_base_transform);
|
|
void batch_canvas_render_items_end();
|
|
void batch_canvas_render_items(RendererCanvasRender::Item *p_item_list, int p_z, const Color &p_modulate, RendererCanvasRender::Light *p_light, const Transform2D &p_base_transform);
|
|
|
|
// recording and sorting items from the initial pass
|
|
void record_items(RendererCanvasRender::Item *p_item_list, int p_z);
|
|
void join_sorted_items();
|
|
void sort_items();
|
|
bool _sort_items_match(const BSortItem &p_a, const BSortItem &p_b) const;
|
|
bool sort_items_from(int p_start);
|
|
|
|
// joining logic
|
|
bool _disallow_item_join_if_batch_types_too_different(RenderItemState &r_ris, uint32_t btf_allowed);
|
|
bool _detect_item_batch_break(RenderItemState &r_ris, RendererCanvasRender::Item *p_ci, bool &r_batch_break);
|
|
|
|
// drives the loop filling batches and flushing
|
|
void render_joined_item_commands(const BItemJoined &p_bij, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit);
|
|
|
|
private:
|
|
// flush once full or end of joined item
|
|
void flush_render_batches(RendererCanvasRender::Item *p_first_item, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, uint32_t p_sequence_batch_type_flags);
|
|
|
|
// a single joined item can contain multiple itemrefs, and thus create lots of batches
|
|
// command start given a separate name to make easier to tell apart godot 3 and 4
|
|
bool prefill_joined_item(FillState &r_fill_state, RendererCanvasRender::Item::Command **r_first_command, RendererCanvasRender::Item *p_item, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material);
|
|
|
|
// prefilling different types of batch
|
|
|
|
// default batch is an 'unhandled' legacy type batch that will be drawn with the legacy path,
|
|
// all other batches are accelerated.
|
|
void _prefill_default_batch(FillState &r_fill_state, int p_command_num, const RendererCanvasRender::Item &p_item);
|
|
|
|
// accelerated batches
|
|
bool _prefill_rect(RendererCanvasRender::Item::CommandRect *rect, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RendererCanvasRender::Item::Command *const *commands, RendererCanvasRender::Item *p_item, bool multiply_final_modulate);
|
|
|
|
// dealing with textures
|
|
int _batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match);
|
|
|
|
protected:
|
|
// legacy support for non batched mode
|
|
void _legacy_canvas_item_render_commands(RendererCanvasRender::Item *p_item, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material);
|
|
|
|
// light scissoring
|
|
bool _light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const;
|
|
bool _light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const;
|
|
void _calculate_scissor_threshold_area();
|
|
|
|
private:
|
|
// translating vertex formats prior to rendering
|
|
void _translate_batches_to_vertex_colored_FVF();
|
|
template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
|
|
void _translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags);
|
|
|
|
protected:
|
|
// accessory funcs
|
|
void _software_transform_vertex(BatchVector2 &r_v, const Transform2D &p_tr) const;
|
|
void _software_transform_vertex(Vector2 &r_v, const Transform2D &p_tr) const;
|
|
TransformMode _find_transform_mode(const Transform2D &p_tr) const {
|
|
// decided whether to do translate only for software transform
|
|
if ((p_tr.elements[0].x == 1.0f) &&
|
|
(p_tr.elements[0].y == 0.0f) &&
|
|
(p_tr.elements[1].x == 0.0f) &&
|
|
(p_tr.elements[1].y == 1.0f)) {
|
|
return TM_TRANSLATE;
|
|
}
|
|
|
|
return TM_ALL;
|
|
}
|
|
|
|
typename T_STORAGE::Texture *_get_canvas_texture(const RID &p_texture) const {
|
|
if (p_texture.is_valid()) {
|
|
typename T_STORAGE::Texture *texture = get_storage()->texture_owner.get_or_null(p_texture);
|
|
|
|
if (texture) {
|
|
return texture->get_ptr();
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
public:
|
|
Batch *_batch_request_new(bool p_blank = true) {
|
|
Batch *batch = bdata.batches.request();
|
|
if (!batch) {
|
|
// grow the batches
|
|
bdata.batches.grow();
|
|
|
|
// and the temporary batches (used for color verts)
|
|
bdata.batches_temp.reset();
|
|
bdata.batches_temp.grow();
|
|
|
|
// this should always succeed after growing
|
|
batch = bdata.batches.request();
|
|
RAST_DEBUG_ASSERT(batch);
|
|
}
|
|
|
|
if (p_blank)
|
|
memset(batch, 0, sizeof(Batch));
|
|
|
|
return batch;
|
|
}
|
|
|
|
BatchVertex *_batch_vertex_request_new() {
|
|
return bdata.vertices.request();
|
|
}
|
|
|
|
protected:
|
|
int godot4_commands_count(RendererCanvasRender::Item::Command *p_comm) const {
|
|
int count = 0;
|
|
while (p_comm) {
|
|
count++;
|
|
p_comm = p_comm->next;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
unsigned int godot4_commands_to_vector(RendererCanvasRender::Item::Command *p_comm, LocalVector<RendererCanvasRender::Item::Command *> &p_list) {
|
|
p_list.clear();
|
|
while (p_comm) {
|
|
p_list.push_back(p_comm);
|
|
p_comm = p_comm->next;
|
|
}
|
|
return p_list.size();
|
|
}
|
|
};
|
|
|
|
PREAMBLE(void)::batch_canvas_begin() {
|
|
// diagnose_frame?
|
|
bdata.frame_string = ""; // just in case, always set this as we don't want a string leak in release...
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
if (bdata.settings_diagnose_frame) {
|
|
bdata.diagnose_frame = false;
|
|
|
|
uint32_t tick = OS::get_singleton()->get_ticks_msec();
|
|
uint64_t frame = Engine::get_singleton()->get_frames_drawn();
|
|
|
|
if (tick >= bdata.next_diagnose_tick) {
|
|
bdata.next_diagnose_tick = tick + 10000;
|
|
|
|
// the plus one is prevent starting diagnosis half way through frame
|
|
bdata.diagnose_frame_number = frame + 1;
|
|
}
|
|
|
|
if (frame == bdata.diagnose_frame_number) {
|
|
bdata.diagnose_frame = true;
|
|
bdata.reset_stats();
|
|
}
|
|
|
|
if (bdata.diagnose_frame) {
|
|
bdata.frame_string = "canvas_begin FRAME " + itos(frame) + "\n";
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
PREAMBLE(void)::batch_canvas_end() {
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
if (bdata.diagnose_frame) {
|
|
bdata.frame_string += "canvas_end\n";
|
|
if (bdata.stats_items_sorted) {
|
|
bdata.frame_string += "\titems reordered: " + itos(bdata.stats_items_sorted) + "\n";
|
|
}
|
|
if (bdata.stats_light_items_joined) {
|
|
bdata.frame_string += "\tlight items joined: " + itos(bdata.stats_light_items_joined) + "\n";
|
|
}
|
|
|
|
print_line(bdata.frame_string);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
PREAMBLE(void)::batch_canvas_render_items_begin(const Color &p_modulate, RendererCanvasRender::Light *p_light, const Transform2D &p_base_transform) {
|
|
// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
|
|
if (bdata.settings_flash_batching) {
|
|
if ((Engine::get_singleton()->get_frames_drawn() % 2) == 0)
|
|
bdata.settings_use_batching = true;
|
|
else
|
|
bdata.settings_use_batching = false;
|
|
}
|
|
|
|
if (!bdata.settings_use_batching) {
|
|
return;
|
|
}
|
|
|
|
// this only needs to be done when screen size changes, but this should be
|
|
// infrequent enough
|
|
_calculate_scissor_threshold_area();
|
|
|
|
// set up render item state for all the z_indexes (this is common to all z_indexes)
|
|
_render_item_state.reset();
|
|
_render_item_state.item_group_modulate = p_modulate;
|
|
_render_item_state.item_group_light = p_light;
|
|
_render_item_state.item_group_base_transform = p_base_transform;
|
|
_render_item_state.light_region.reset();
|
|
|
|
// batch break must be preserved over the different z indices,
|
|
// to prevent joining to an item on a previous index if not allowed
|
|
_render_item_state.join_batch_break = false;
|
|
|
|
// whether to join across z indices depends on whether there are z ranged lights.
|
|
// joined z_index items can be wrongly classified with z ranged lights.
|
|
bdata.join_across_z_indices = true;
|
|
|
|
int light_count = 0;
|
|
while (p_light) {
|
|
light_count++;
|
|
|
|
if ((p_light->z_min != RS::CANVAS_ITEM_Z_MIN) || (p_light->z_max != RS::CANVAS_ITEM_Z_MAX)) {
|
|
// prevent joining across z indices. This would have caused visual regressions
|
|
bdata.join_across_z_indices = false;
|
|
}
|
|
|
|
p_light = p_light->next_ptr;
|
|
}
|
|
|
|
// can't use the light region bitfield if there are too many lights
|
|
// hopefully most games won't blow this limit..
|
|
// if they do they will work but it won't batch join items just in case
|
|
if (light_count > 64) {
|
|
_render_item_state.light_region.too_many_lights = true;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(void)::batch_canvas_render_items_end() {
|
|
if (!bdata.settings_use_batching) {
|
|
return;
|
|
}
|
|
|
|
join_sorted_items();
|
|
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
if (bdata.diagnose_frame) {
|
|
bdata.frame_string += "items\n";
|
|
}
|
|
#endif
|
|
|
|
// batching render is deferred until after going through all the z_indices, joining all the items
|
|
get_this()->canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
|
|
_render_item_state.item_group_light,
|
|
_render_item_state.item_group_base_transform);
|
|
|
|
bdata.items_joined.reset();
|
|
bdata.item_refs.reset();
|
|
bdata.sort_items.reset();
|
|
}
|
|
|
|
PREAMBLE(void)::batch_canvas_render_items(RendererCanvasRender::Item *p_item_list, int p_z, const Color &p_modulate, RendererCanvasRender::Light *p_light, const Transform2D &p_base_transform) {
|
|
// stage 1 : join similar items, so that their state changes are not repeated,
|
|
// and commands from joined items can be batched together
|
|
if (bdata.settings_use_batching) {
|
|
record_items(p_item_list, p_z);
|
|
return;
|
|
}
|
|
|
|
// only legacy renders at this stage, batched renderer doesn't render until canvas_render_items_end()
|
|
get_this()->canvas_render_items_implementation(p_item_list, p_z, p_modulate, p_light, p_base_transform);
|
|
}
|
|
|
|
// Default batches will not occur in software transform only items
|
|
// EXCEPT IN THE CASE OF SINGLE RECTS (and this may well not occur, check the logic in prefill_join_item TYPE_RECT)
|
|
// but can occur where transform commands have been sent during hardware batch
|
|
PREAMBLE(void)::_prefill_default_batch(FillState &r_fill_state, int p_command_num, const RendererCanvasRender::Item &p_item) {
|
|
if (r_fill_state.curr_batch->type == RasterizerStorageCommon::BT_DEFAULT) {
|
|
// don't need to flush an extra transform command?
|
|
if (!r_fill_state.transform_extra_command_number_p1) {
|
|
// another default command, just add to the existing batch
|
|
r_fill_state.curr_batch->num_commands++;
|
|
} else {
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
if (r_fill_state.transform_extra_command_number_p1 != p_command_num) {
|
|
WARN_PRINT_ONCE("_prefill_default_batch : transform_extra_command_number_p1 != p_command_num");
|
|
}
|
|
#endif
|
|
// if the first member of the batch is a transform we have to be careful
|
|
if (!r_fill_state.curr_batch->num_commands) {
|
|
// there can be leading useless extra transforms (sometimes happens with debug collision polys)
|
|
// we need to rejig the first_command for the first useful transform
|
|
r_fill_state.curr_batch->first_command += r_fill_state.transform_extra_command_number_p1 - 1;
|
|
}
|
|
|
|
// we do have a pending extra transform command to flush
|
|
// either the extra transform is in the prior command, or not, in which case we need 2 batches
|
|
r_fill_state.curr_batch->num_commands += 2;
|
|
|
|
r_fill_state.transform_extra_command_number_p1 = 0; // mark as sent
|
|
r_fill_state.extra_matrix_sent = true;
|
|
|
|
// the original mode should always be hardware transform ..
|
|
// test this assumption
|
|
//CRASH_COND(r_fill_state.orig_transform_mode != TM_NONE);
|
|
r_fill_state.transform_mode = r_fill_state.orig_transform_mode;
|
|
|
|
// do we need to restore anything else?
|
|
}
|
|
} else {
|
|
// end of previous different type batch, so start new default batch
|
|
|
|
// first consider whether there is a dirty extra matrix to send
|
|
if (r_fill_state.transform_extra_command_number_p1) {
|
|
// get which command the extra is in, and blank all the records as it no longer is stored CPU side
|
|
int extra_command = r_fill_state.transform_extra_command_number_p1 - 1; // plus 1 based
|
|
r_fill_state.transform_extra_command_number_p1 = 0;
|
|
r_fill_state.extra_matrix_sent = true;
|
|
|
|
// send the extra to the GPU in a batch
|
|
r_fill_state.curr_batch = _batch_request_new();
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
r_fill_state.curr_batch->first_command = extra_command;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
|
|
// revert to the original transform mode
|
|
// e.g. go back to NONE if we were in hardware transform mode
|
|
r_fill_state.transform_mode = r_fill_state.orig_transform_mode;
|
|
|
|
// reset the original transform if we are going back to software mode,
|
|
// because the extra is now done on the GPU...
|
|
// (any subsequent extras are sent directly to the GPU, no deferring)
|
|
if (r_fill_state.orig_transform_mode != TM_NONE) {
|
|
r_fill_state.transform_combined = p_item.final_transform;
|
|
}
|
|
|
|
// can possibly combine batch with the next one in some cases
|
|
// this is more efficient than having an extra batch especially for the extra
|
|
if ((extra_command + 1) == p_command_num) {
|
|
r_fill_state.curr_batch->num_commands = 2;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// start default batch
|
|
r_fill_state.curr_batch = _batch_request_new();
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
r_fill_state.curr_batch->first_command = p_command_num;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(int)::_batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match) {
|
|
// optimization .. in 99% cases the last matched value will be the same, so no need to traverse the list
|
|
if (p_previous_match > 0) // if it is zero, it will get hit first in the linear search anyway
|
|
{
|
|
const BatchTex &batch_texture = bdata.batch_textures[p_previous_match];
|
|
|
|
// note for future reference, if RID implementation changes, this could become more expensive
|
|
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
|
|
// tiling mode must also match
|
|
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
|
|
|
|
if (tiles == p_tile)
|
|
// match!
|
|
return p_previous_match;
|
|
}
|
|
}
|
|
|
|
// not the previous match .. we will do a linear search ... slower, but should happen
|
|
// not very often except with non-batchable runs, which are going to be slow anyway
|
|
// n.b. could possibly be replaced later by a fast hash table
|
|
for (int n = 0; n < bdata.batch_textures.size(); n++) {
|
|
const BatchTex &batch_texture = bdata.batch_textures[n];
|
|
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
|
|
// tiling mode must also match
|
|
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
|
|
|
|
if (tiles == p_tile)
|
|
// match!
|
|
return n;
|
|
}
|
|
}
|
|
|
|
// pushing back from local variable .. not ideal but has to use a Vector because non pod
|
|
// due to RIDs
|
|
BatchTex new_batch_tex;
|
|
new_batch_tex.RID_texture = p_texture;
|
|
new_batch_tex.RID_normal = p_normal;
|
|
|
|
// get the texture
|
|
typename T_STORAGE::Texture *texture = _get_canvas_texture(p_texture);
|
|
|
|
if (texture) {
|
|
// special case, there can be textures with no width or height
|
|
int w = texture->width;
|
|
int h = texture->height;
|
|
|
|
if (!w || !h) {
|
|
w = 1;
|
|
h = 1;
|
|
}
|
|
|
|
new_batch_tex.tex_pixel_size.x = 1.0 / w;
|
|
new_batch_tex.tex_pixel_size.y = 1.0 / h;
|
|
new_batch_tex.flags = texture->flags;
|
|
} else {
|
|
// maybe doesn't need doing...
|
|
new_batch_tex.tex_pixel_size.x = 1.0f;
|
|
new_batch_tex.tex_pixel_size.y = 1.0f;
|
|
new_batch_tex.flags = 0;
|
|
}
|
|
|
|
if (p_tile) {
|
|
if (texture) {
|
|
// default
|
|
new_batch_tex.tile_mode = BatchTex::TILE_NORMAL;
|
|
|
|
// no hardware support for non power of 2 tiling
|
|
if (!get_storage()->config.support_npot_repeat_mipmap) {
|
|
if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
|
|
new_batch_tex.tile_mode = BatchTex::TILE_FORCE_REPEAT;
|
|
}
|
|
}
|
|
} else {
|
|
// this should not happen?
|
|
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
|
|
}
|
|
} else {
|
|
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
|
|
}
|
|
|
|
// push back
|
|
bdata.batch_textures.push_back(new_batch_tex);
|
|
|
|
return bdata.batch_textures.size() - 1;
|
|
}
|
|
|
|
PREAMBLE(void)::batch_constructor() {
|
|
bdata.settings_use_batching = false;
|
|
|
|
#ifdef GLES_OVER_GL
|
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
|
|
#else
|
|
// Not needed (a priori) on GLES devices
|
|
use_nvidia_rect_workaround = false;
|
|
#endif
|
|
}
|
|
|
|
PREAMBLE(void)::batch_initialize() {
|
|
#define BATCHING_LOAD_PROJECT_SETTINGS
|
|
|
|
#ifdef BATCHING_LOAD_PROJECT_SETTINGS
|
|
bdata.settings_use_batching = GLOBAL_GET("rendering/batching/options/use_batching");
|
|
bdata.settings_max_join_item_commands = GLOBAL_GET("rendering/batching/parameters/max_join_item_commands");
|
|
bdata.settings_colored_vertex_format_threshold = GLOBAL_GET("rendering/batching/parameters/colored_vertex_format_threshold");
|
|
bdata.settings_item_reordering_lookahead = GLOBAL_GET("rendering/batching/parameters/item_reordering_lookahead");
|
|
bdata.settings_light_max_join_items = GLOBAL_GET("rendering/batching/lights/max_join_items");
|
|
bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/batching/options/single_rect_fallback");
|
|
bdata.settings_use_software_skinning = GLOBAL_GET("rendering/quality/2d/use_software_skinning");
|
|
bdata.settings_ninepatch_mode = GLOBAL_GET("rendering/quality/2d/ninepatch_mode");
|
|
|
|
// alternatively only enable uv contract if pixel snap in use,
|
|
// but with this enable bool, it should not be necessary
|
|
bdata.settings_uv_contract = GLOBAL_GET("rendering/batching/precision/uv_contract");
|
|
bdata.settings_uv_contract_amount = (float)GLOBAL_GET("rendering/batching/precision/uv_contract_amount") / 1000000.0f;
|
|
|
|
// we can use the threshold to determine whether to turn scissoring off or on
|
|
bdata.settings_scissor_threshold = GLOBAL_GET("rendering/batching/lights/scissor_area_threshold");
|
|
#endif
|
|
|
|
if (bdata.settings_scissor_threshold > 0.999f) {
|
|
bdata.settings_scissor_lights = false;
|
|
} else {
|
|
bdata.settings_scissor_lights = true;
|
|
|
|
// apply power of 4 relationship for the area, as most of the important changes
|
|
// will be happening at low values of scissor threshold
|
|
bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
|
|
bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
|
|
}
|
|
|
|
// The sweet spot on my desktop for cache is actually smaller than the max, and this
|
|
// is the default. This saves memory too so we will use it for now, needs testing to see whether this varies according
|
|
// to device / platform.
|
|
#ifdef BATCHING_LOAD_PROJECT_SETTINGS
|
|
bdata.settings_batch_buffer_num_verts = GLOBAL_GET("rendering/batching/parameters/batch_buffer_size");
|
|
|
|
// override the use_batching setting in the editor
|
|
// (note that if the editor can't start, you can't change the use_batching project setting!)
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
bool use_in_editor = GLOBAL_GET("rendering/batching/options/use_batching_in_editor");
|
|
bdata.settings_use_batching = use_in_editor;
|
|
|
|
// fix some settings in the editor, as the performance not worth the risk
|
|
bdata.settings_use_single_rect_fallback = false;
|
|
}
|
|
#endif
|
|
|
|
// if we are using batching, we will purposefully disable the nvidia workaround.
|
|
// This is because the only reason to use the single rect fallback is the approx 2x speed
|
|
// of the uniform drawing technique. If we used nvidia workaround, speed would be
|
|
// approx equal to the batcher drawing technique (indexed primitive + VB).
|
|
if (bdata.settings_use_batching) {
|
|
use_nvidia_rect_workaround = false;
|
|
}
|
|
|
|
// For debugging, if flash is set in project settings, it will flash on alternate frames
|
|
// between the non-batched renderer and the batched renderer,
|
|
// in order to find regressions.
|
|
// This should not be used except during development.
|
|
// make a note of the original choice in case we are flashing on and off the batching
|
|
bdata.settings_use_batching_original_choice = bdata.settings_use_batching;
|
|
|
|
#ifdef BATCHING_LOAD_PROJECT_SETTINGS
|
|
bdata.settings_flash_batching = GLOBAL_GET("rendering/batching/debug/flash_batching");
|
|
#endif
|
|
if (!bdata.settings_use_batching) {
|
|
// no flash when batching turned off
|
|
bdata.settings_flash_batching = false;
|
|
}
|
|
|
|
// frame diagnosis. print out the batches every nth frame
|
|
bdata.settings_diagnose_frame = false;
|
|
if (!Engine::get_singleton()->is_editor_hint() && bdata.settings_use_batching) {
|
|
#ifdef BATCHING_LOAD_PROJECT_SETTINGS
|
|
bdata.settings_diagnose_frame = GLOBAL_GET("rendering/batching/debug/diagnose_frame");
|
|
#endif
|
|
}
|
|
|
|
// the maximum num quads in a batch is limited by GLES2. We can have only 16 bit indices,
|
|
// which means we can address a vertex buffer of max size 65535. 4 vertices are needed per quad.
|
|
|
|
// Note this determines the memory use by the vertex buffer vector. max quads (65536/4)-1
|
|
// but can be reduced to save memory if really required (will result in more batches though)
|
|
const int max_possible_quads = (65536 / 4) - 1;
|
|
const int min_possible_quads = 8; // some reasonable small value
|
|
|
|
// value from project settings
|
|
int max_quads = bdata.settings_batch_buffer_num_verts / 4;
|
|
|
|
// sanity checks
|
|
max_quads = CLAMP(max_quads, min_possible_quads, max_possible_quads);
|
|
bdata.settings_max_join_item_commands = CLAMP(bdata.settings_max_join_item_commands, 0, 65535);
|
|
bdata.settings_colored_vertex_format_threshold = CLAMP(bdata.settings_colored_vertex_format_threshold, 0.0f, 1.0f);
|
|
bdata.settings_scissor_threshold = CLAMP(bdata.settings_scissor_threshold, 0.0f, 1.0f);
|
|
bdata.settings_light_max_join_items = CLAMP(bdata.settings_light_max_join_items, 0, 65535);
|
|
bdata.settings_item_reordering_lookahead = CLAMP(bdata.settings_item_reordering_lookahead, 0, 65535);
|
|
|
|
// allow user to override the api usage techniques using project settings
|
|
// bdata.buffer_mode_batch_upload_send_null = GLOBAL_GET("rendering/options/api_usage_batching/send_null");
|
|
// bdata.buffer_mode_batch_upload_flag_stream = GLOBAL_GET("rendering/options/api_usage_batching/flag_stream");
|
|
|
|
// for debug purposes, output a string with the batching options
|
|
String batching_options_string = "OpenGL ES Batching: ";
|
|
if (bdata.settings_use_batching) {
|
|
batching_options_string += "ON";
|
|
|
|
if (OS::get_singleton()->is_stdout_verbose()) {
|
|
batching_options_string += "\n\tOPTIONS\n";
|
|
batching_options_string += "\tmax_join_item_commands " + itos(bdata.settings_max_join_item_commands) + "\n";
|
|
batching_options_string += "\tcolored_vertex_format_threshold " + String(Variant(bdata.settings_colored_vertex_format_threshold)) + "\n";
|
|
batching_options_string += "\tbatch_buffer_size " + itos(bdata.settings_batch_buffer_num_verts) + "\n";
|
|
batching_options_string += "\tlight_scissor_area_threshold " + String(Variant(bdata.settings_scissor_threshold)) + "\n";
|
|
|
|
batching_options_string += "\titem_reordering_lookahead " + itos(bdata.settings_item_reordering_lookahead) + "\n";
|
|
batching_options_string += "\tlight_max_join_items " + itos(bdata.settings_light_max_join_items) + "\n";
|
|
batching_options_string += "\tsingle_rect_fallback " + String(Variant(bdata.settings_use_single_rect_fallback)) + "\n";
|
|
|
|
batching_options_string += "\tdebug_flash " + String(Variant(bdata.settings_flash_batching)) + "\n";
|
|
batching_options_string += "\tdiagnose_frame " + String(Variant(bdata.settings_diagnose_frame));
|
|
}
|
|
|
|
print_line(batching_options_string);
|
|
}
|
|
|
|
// special case, for colored vertex format threshold.
|
|
// as the comparison is >=, we want to be able to totally turn on or off
|
|
// conversion to colored vertex format at the extremes, so we will force
|
|
// 1.0 to be just above 1.0
|
|
if (bdata.settings_colored_vertex_format_threshold > 0.995f) {
|
|
bdata.settings_colored_vertex_format_threshold = 1.01f;
|
|
}
|
|
|
|
// save memory when batching off
|
|
if (!bdata.settings_use_batching) {
|
|
max_quads = 0;
|
|
}
|
|
|
|
uint32_t sizeof_batch_vert = sizeof(BatchVertex);
|
|
|
|
bdata.max_quads = max_quads;
|
|
|
|
// 4 verts per quad
|
|
bdata.vertex_buffer_size_units = max_quads * 4;
|
|
|
|
// the index buffer can be longer than 65535, only the indices need to be within this range
|
|
bdata.index_buffer_size_units = max_quads * 6;
|
|
|
|
const int max_verts = bdata.vertex_buffer_size_units;
|
|
|
|
// this comes out at approx 64K for non-colored vertex buffer, and 128K for colored vertex buffer
|
|
bdata.vertex_buffer_size_bytes = max_verts * sizeof_batch_vert;
|
|
bdata.index_buffer_size_bytes = bdata.index_buffer_size_units * 2; // 16 bit inds
|
|
|
|
// create equal number of normal and (max) unit sized verts (as the normal may need to be translated to a larger FVF)
|
|
bdata.vertices.create(max_verts); // 512k
|
|
bdata.unit_vertices.create(max_verts, sizeof(BatchVertexLarge));
|
|
|
|
// extra data per vert needed for larger FVFs
|
|
bdata.light_angles.create(max_verts);
|
|
bdata.vertex_colors.create(max_verts);
|
|
bdata.vertex_modulates.create(max_verts);
|
|
bdata.vertex_transforms.create(max_verts);
|
|
|
|
// num batches will be auto increased dynamically if required
|
|
bdata.batches.create(1024);
|
|
bdata.batches_temp.create(bdata.batches.max_size());
|
|
|
|
// batch textures can also be increased dynamically
|
|
bdata.batch_textures.create(32);
|
|
}
|
|
|
|
PREAMBLE(bool)::_light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const {
|
|
float area_item = p_item_rect.size.x * p_item_rect.size.y; // double check these are always positive
|
|
|
|
// quick reject .. the area of pixels saved can never be more than the area of the item
|
|
if (area_item < bdata.scissor_threshold_area) {
|
|
return false;
|
|
}
|
|
|
|
Rect2 cliprect;
|
|
if (!_light_find_intersection(p_item_rect, p_light_xform, p_light_rect, cliprect)) {
|
|
// should not really occur .. but just in case
|
|
cliprect = Rect2(0, 0, 0, 0);
|
|
} else {
|
|
// some conditions not to scissor
|
|
// determine the area (fill rate) that will be saved
|
|
float area_cliprect = cliprect.size.x * cliprect.size.y;
|
|
float area_saved = area_item - area_cliprect;
|
|
|
|
// if area saved is too small, don't scissor
|
|
if (area_saved < bdata.scissor_threshold_area) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int rh = get_storage()->frame.current_rt->height;
|
|
|
|
int y = rh - (cliprect.position.y + cliprect.size.y);
|
|
get_this()->gl_enable_scissor(cliprect.position.x, y, cliprect.size.width, cliprect.size.height);
|
|
|
|
return true;
|
|
}
|
|
|
|
PREAMBLE(bool)::_light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const {
|
|
// transform light to world space (note this is done in the earlier intersection test, so could
|
|
// be made more efficient)
|
|
Vector2 pts[4] = {
|
|
p_light_xform.xform(p_light_rect.position),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y)),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x, p_light_rect.position.y + p_light_rect.size.y)),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y + p_light_rect.size.y)),
|
|
};
|
|
|
|
// calculate the light bound rect in world space
|
|
Rect2 lrect(pts[0].x, pts[0].y, 0, 0);
|
|
for (int n = 1; n < 4; n++) {
|
|
lrect.expand_to(pts[n]);
|
|
}
|
|
|
|
// intersection between the 2 rects
|
|
// they should probably always intersect, because of earlier check, but just in case...
|
|
if (!p_item_rect.intersects(lrect))
|
|
return false;
|
|
|
|
// note this does almost the same as Rect2.clip but slightly more efficient for our use case
|
|
r_cliprect.position.x = MAX(p_item_rect.position.x, lrect.position.x);
|
|
r_cliprect.position.y = MAX(p_item_rect.position.y, lrect.position.y);
|
|
|
|
Point2 item_rect_end = p_item_rect.position + p_item_rect.size;
|
|
Point2 lrect_end = lrect.position + lrect.size;
|
|
|
|
r_cliprect.size.x = MIN(item_rect_end.x, lrect_end.x) - r_cliprect.position.x;
|
|
r_cliprect.size.y = MIN(item_rect_end.y, lrect_end.y) - r_cliprect.position.y;
|
|
|
|
return true;
|
|
}
|
|
|
|
PREAMBLE(void)::_calculate_scissor_threshold_area() {
|
|
if (!bdata.settings_scissor_lights) {
|
|
return;
|
|
}
|
|
|
|
// scissor area threshold is 0.0 to 1.0 in the settings for ease of use.
|
|
// we need to translate to an absolute area to determine quickly whether
|
|
// to scissor.
|
|
if (bdata.settings_scissor_threshold < 0.0001f) {
|
|
bdata.scissor_threshold_area = -1.0f; // will always pass
|
|
} else {
|
|
// in pixels
|
|
int w = get_storage()->frame.current_rt->width;
|
|
int h = get_storage()->frame.current_rt->height;
|
|
|
|
int screen_area = w * h;
|
|
|
|
bdata.scissor_threshold_area = bdata.settings_scissor_threshold * screen_area;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(void)::render_joined_item_commands(const BItemJoined &p_bij, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit) {
|
|
RendererCanvasRender::Item *item = 0;
|
|
RendererCanvasRender::Item *first_item = bdata.item_refs[p_bij.first_item_ref].item;
|
|
|
|
// fill_state and bdata have once off setup per joined item, and a smaller reset on flush
|
|
FillState fill_state;
|
|
fill_state.reset_joined_item(p_bij.use_hardware_transform());
|
|
|
|
bdata.reset_joined_item();
|
|
|
|
// should this joined item be using large FVF?
|
|
if (p_bij.flags & RasterizerStorageCommon::USE_MODULATE_FVF) {
|
|
bdata.use_modulate = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_MODULATED;
|
|
}
|
|
if (p_bij.flags & RasterizerStorageCommon::USE_LARGE_FVF) {
|
|
bdata.use_modulate = true;
|
|
bdata.use_large_verts = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_LARGE;
|
|
}
|
|
|
|
// in the special case of custom shaders that read from VERTEX (i.e. vertex position)
|
|
// we want to disable software transform of extra matrix
|
|
if (bdata.joined_item_batch_flags & RasterizerStorageCommon::PREVENT_VERTEX_BAKING) {
|
|
fill_state.extra_matrix_sent = true;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < p_bij.num_item_refs; i++) {
|
|
const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i];
|
|
item = ref.item;
|
|
|
|
if (!p_lit) {
|
|
// if not lit we use the complex calculated final modulate
|
|
fill_state.final_modulate = ref.final_modulate;
|
|
} else {
|
|
// if lit we ignore canvas modulate and just use the item modulate
|
|
fill_state.final_modulate = item->final_modulate;
|
|
}
|
|
|
|
// ONCE OFF fill state setup, that will be retained over multiple calls to
|
|
// prefill_joined_item()
|
|
fill_state.transform_combined = item->final_transform;
|
|
|
|
// decide the initial transform mode, and make a backup
|
|
// in orig_transform_mode in case we need to switch back
|
|
if (!fill_state.use_hardware_transform) {
|
|
fill_state.transform_mode = _find_transform_mode(fill_state.transform_combined);
|
|
} else {
|
|
fill_state.transform_mode = TM_NONE;
|
|
}
|
|
fill_state.orig_transform_mode = fill_state.transform_mode;
|
|
|
|
// keep track of when we added an extra matrix
|
|
// so we can defer sending until we see a default command
|
|
fill_state.transform_extra_command_number_p1 = 0;
|
|
|
|
RendererCanvasRender::Item::Command *current_command = item->commands;
|
|
while (current_command) {
|
|
// fill as many batches as possible (until all done, or the vertex buffer is full)
|
|
bool bFull = get_this()->prefill_joined_item(fill_state, current_command, item, p_current_clip, r_reclip, p_material);
|
|
|
|
if (bFull) {
|
|
// always pass first item (commands for default are always first item)
|
|
flush_render_batches(first_item, p_current_clip, r_reclip, p_material, fill_state.sequence_batch_type_flags);
|
|
|
|
// zero all the batch data ready for a new run
|
|
bdata.reset_flush();
|
|
|
|
// don't zero all the fill state, some may need to be preserved
|
|
fill_state.reset_flush();
|
|
}
|
|
}
|
|
}
|
|
|
|
// flush if any left
|
|
flush_render_batches(first_item, p_current_clip, r_reclip, p_material, fill_state.sequence_batch_type_flags);
|
|
|
|
// zero all the batch data ready for a new run
|
|
bdata.reset_flush();
|
|
}
|
|
|
|
PREAMBLE(void)::_legacy_canvas_item_render_commands(RendererCanvasRender::Item *p_item, RendererCanvasRender::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material) {
|
|
// reuse the same list each time to prevent needless dynamic allocations
|
|
unsigned int command_count = godot4_commands_to_vector(p_item->commands, bdata.command_shortlist);
|
|
RendererCanvasRender::Item::Command *const *commands = nullptr;
|
|
if (command_count) {
|
|
commands = &bdata.command_shortlist[0];
|
|
}
|
|
|
|
// legacy .. just create one massive batch and render everything as before
|
|
bdata.batches.reset();
|
|
Batch *batch = _batch_request_new();
|
|
batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
batch->num_commands = command_count;
|
|
|
|
get_this()->render_batches(commands, p_current_clip, r_reclip, p_material);
|
|
bdata.reset_flush();
|
|
}
|
|
|
|
PREAMBLE(void)::record_items(RendererCanvasRender::Item *p_item_list, int p_z) {
|
|
while (p_item_list) {
|
|
BSortItem *s = bdata.sort_items.request_with_grow();
|
|
|
|
s->item = p_item_list;
|
|
s->z_index = p_z;
|
|
|
|
p_item_list = p_item_list->next;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(void)::join_sorted_items() {
|
|
}
|
|
|
|
PREAMBLE(void)::_software_transform_vertex(BatchVector2 &r_v, const Transform2D &p_tr) const {
|
|
Vector2 vc(r_v.x, r_v.y);
|
|
vc = p_tr.xform(vc);
|
|
r_v.set(vc);
|
|
}
|
|
|
|
PREAMBLE(void)::_software_transform_vertex(Vector2 &r_v, const Transform2D &p_tr) const {
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r_v = p_tr.xform(r_v);
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}
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PREAMBLE(void)::_translate_batches_to_vertex_colored_FVF() {
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// zeros the size and sets up how big each unit is
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bdata.unit_vertices.prepare(sizeof(BatchVertexColored));
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const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
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RAST_DEBUG_ASSERT(bdata.vertex_colors.size() == bdata.vertices.size());
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int num_verts = bdata.vertices.size();
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for (int n = 0; n < num_verts; n++) {
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const BatchVertex &bv = bdata.vertices[n];
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BatchVertexColored *cv = (BatchVertexColored *)bdata.unit_vertices.request();
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cv->pos = bv.pos;
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cv->uv = bv.uv;
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cv->col = *source_vertex_colors++;
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}
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}
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// Translation always involved adding color to the FVF, which enables
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// joining of batches that have different colors.
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// There is a trade off. Non colored verts are smaller so work faster, but
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// there comes a point where it is better to just use colored verts to avoid lots of
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// batches.
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// In addition this can optionally add light angles to the FVF, necessary for normal mapping.
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T_PREAMBLE
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template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
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void C_PREAMBLE::_translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags) {
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bool include_poly_color = false;
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// we ONLY want to include the color verts in translation when using polys,
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// as rects do not write vertex colors, only colors per batch.
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if (p_sequence_batch_type_flags & RasterizerStorageCommon::BTF_POLY) {
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include_poly_color = INCLUDE_LIGHT_ANGLES | INCLUDE_MODULATE | INCLUDE_LARGE;
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}
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// zeros the size and sets up how big each unit is
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bdata.unit_vertices.prepare(sizeof(BATCH_VERTEX_TYPE));
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bdata.batches_temp.reset();
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// As the vertices_colored and batches_temp are 'mirrors' of the non-colored version,
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// the sizes should be equal, and allocations should never fail. Hence the use of debug
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// asserts to check program flow, these should not occur at runtime unless the allocation
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// code has been altered.
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RAST_DEBUG_ASSERT(bdata.unit_vertices.max_size() == bdata.vertices.max_size());
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RAST_DEBUG_ASSERT(bdata.batches_temp.max_size() == bdata.batches.max_size());
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Color curr_col(-1.0f, -1.0f, -1.0f, -1.0f);
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Batch *dest_batch = nullptr;
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const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
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const float *source_light_angles = &bdata.light_angles[0];
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const BatchColor *source_vertex_modulates = &bdata.vertex_modulates[0];
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const BatchTransform *source_vertex_transforms = &bdata.vertex_transforms[0];
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// translate the batches into vertex colored batches
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for (int n = 0; n < bdata.batches.size(); n++) {
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const Batch &source_batch = bdata.batches[n];
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// does source batch use light angles?
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const BatchTex &btex = bdata.batch_textures[source_batch.batch_texture_id];
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bool source_batch_uses_light_angles = btex.RID_normal != RID();
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bool needs_new_batch = true;
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if (dest_batch) {
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if (dest_batch->type == source_batch.type) {
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if (source_batch.type == RasterizerStorageCommon::BT_RECT) {
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if (dest_batch->batch_texture_id == source_batch.batch_texture_id) {
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// add to previous batch
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dest_batch->num_commands += source_batch.num_commands;
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needs_new_batch = false;
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// create the colored verts (only if not default)
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//int first_vert = source_batch.first_quad * 4;
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//int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
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int first_vert = source_batch.first_vert;
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int end_vert = first_vert + (4 * source_batch.num_commands);
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|
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for (int v = first_vert; v < end_vert; v++) {
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RAST_DEV_DEBUG_ASSERT(bdata.vertices.size());
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const BatchVertex &bv = bdata.vertices[v];
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|
BATCH_VERTEX_TYPE *cv = (BATCH_VERTEX_TYPE *)bdata.unit_vertices.request();
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RAST_DEBUG_ASSERT(cv);
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|
cv->pos = bv.pos;
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cv->uv = bv.uv;
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cv->col = source_batch.color;
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|
|
|
if (INCLUDE_LIGHT_ANGLES) {
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|
RAST_DEV_DEBUG_ASSERT(bdata.light_angles.size());
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|
// this is required to allow compilation with non light angle vertex.
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|
// it should be compiled out.
|
|
BatchVertexLightAngled *lv = (BatchVertexLightAngled *)cv;
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|
if (source_batch_uses_light_angles)
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|
lv->light_angle = *source_light_angles++;
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else
|
|
lv->light_angle = 0.0f; // dummy, unused in vertex shader (could possibly be left uninitialized, but probably bad idea)
|
|
} // if including light angles
|
|
|
|
if (INCLUDE_MODULATE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_modulates.size());
|
|
BatchVertexModulated *mv = (BatchVertexModulated *)cv;
|
|
mv->modulate = *source_vertex_modulates++;
|
|
} // including modulate
|
|
|
|
if (INCLUDE_LARGE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_transforms.size());
|
|
BatchVertexLarge *lv = (BatchVertexLarge *)cv;
|
|
lv->transform = *source_vertex_transforms++;
|
|
} // if including large
|
|
}
|
|
} // textures match
|
|
} else {
|
|
// default
|
|
// we can still join, but only under special circumstances
|
|
// does this ever happen? not sure at this stage, but left for future expansion
|
|
uint32_t source_last_command = source_batch.first_command + source_batch.num_commands;
|
|
if (source_last_command == dest_batch->first_command) {
|
|
dest_batch->num_commands += source_batch.num_commands;
|
|
needs_new_batch = false;
|
|
} // if the commands line up exactly
|
|
}
|
|
} // if both batches are the same type
|
|
|
|
} // if dest batch is valid
|
|
|
|
if (needs_new_batch) {
|
|
dest_batch = bdata.batches_temp.request();
|
|
RAST_DEBUG_ASSERT(dest_batch);
|
|
|
|
*dest_batch = source_batch;
|
|
|
|
// create the colored verts (only if not default)
|
|
if (source_batch.type != RasterizerStorageCommon::BT_DEFAULT) {
|
|
// int first_vert = source_batch.first_quad * 4;
|
|
// int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
|
|
int first_vert = source_batch.first_vert;
|
|
int end_vert = first_vert + (4 * source_batch.num_commands);
|
|
|
|
for (int v = first_vert; v < end_vert; v++) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertices.size());
|
|
const BatchVertex &bv = bdata.vertices[v];
|
|
BATCH_VERTEX_TYPE *cv = (BATCH_VERTEX_TYPE *)bdata.unit_vertices.request();
|
|
RAST_DEBUG_ASSERT(cv);
|
|
cv->pos = bv.pos;
|
|
cv->uv = bv.uv;
|
|
|
|
// polys are special, they can have per vertex colors
|
|
if (!include_poly_color) {
|
|
cv->col = source_batch.color;
|
|
} else {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_colors.size());
|
|
cv->col = *source_vertex_colors++;
|
|
}
|
|
|
|
if (INCLUDE_LIGHT_ANGLES) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.light_angles.size());
|
|
// this is required to allow compilation with non light angle vertex.
|
|
// it should be compiled out.
|
|
BatchVertexLightAngled *lv = (BatchVertexLightAngled *)cv;
|
|
if (source_batch_uses_light_angles)
|
|
lv->light_angle = *source_light_angles++;
|
|
else
|
|
lv->light_angle = 0.0f; // dummy, unused in vertex shader (could possibly be left uninitialized, but probably bad idea)
|
|
} // if using light angles
|
|
|
|
if (INCLUDE_MODULATE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_modulates.size());
|
|
BatchVertexModulated *mv = (BatchVertexModulated *)cv;
|
|
mv->modulate = *source_vertex_modulates++;
|
|
} // including modulate
|
|
|
|
if (INCLUDE_LARGE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_transforms.size());
|
|
BatchVertexLarge *lv = (BatchVertexLarge *)cv;
|
|
lv->transform = *source_vertex_transforms++;
|
|
} // if including large
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy the temporary batches to the master batch list (this could be avoided but it makes the code cleaner)
|
|
bdata.batches.copy_from(bdata.batches_temp);
|
|
}
|
|
|
|
PREAMBLE(bool)::_disallow_item_join_if_batch_types_too_different(RenderItemState &r_ris, uint32_t btf_allowed) {
|
|
r_ris.joined_item_batch_type_flags_curr |= btf_allowed;
|
|
|
|
bool disallow = false;
|
|
|
|
if (r_ris.joined_item_batch_type_flags_prev & (~btf_allowed))
|
|
disallow = true;
|
|
|
|
return disallow;
|
|
}
|
|
|
|
#undef PREAMBLE
|
|
#undef T_PREAMBLE
|
|
#undef C_PREAMBLE
|
|
|
|
#endif // RASTERIZER_CANVAS_BATCHER_H
|