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authorClay John <claynjohn@gmail.com>2021-10-26 08:18:39 -0700
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-10-31 15:56:45 +0100
commit8a10bb7d0dd0cc03353bb751af25a0eca1357c9d (patch)
treeae63bd8b1d4bacd65673f7bc455994ed4d288a84 /drivers/gles3/rasterizer_canvas_batcher.h
parentce97ddbcb125228cc88fbfdcae932e110ee7daee (diff)
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_batcher.h')
-rw-r--r--drivers/gles3/rasterizer_canvas_batcher.h1560
1 files changed, 1560 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_canvas_batcher.h b/drivers/gles3/rasterizer_canvas_batcher.h
new file mode 100644
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@@ -0,0 +1,1560 @@
+/*************************************************************************/
+/* rasterizer_canvas_batcher.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RASTERIZER_CANVAS_BATCHER_H
+#define RASTERIZER_CANVAS_BATCHER_H
+
+#include "core/os/os.h"
+#include "core/templates/local_vector.h"
+#include "rasterizer_array.h"
+#include "rasterizer_asserts.h"
+#include "rasterizer_storage_common.h"
+
+#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_compositor.h"
+
+// We are using the curiously recurring template pattern
+// https://en.wikipedia.org/wiki/Curiously_recurring_template_pattern
+// For static polymorphism.
+
+// This makes it super easy to access
+// data / call funcs in the derived rasterizers from the base without writing and
+// maintaining a boatload of virtual functions.
+// In addition it assures that vtable will not be used and the function calls can be optimized,
+// because it gives compile time static polymorphism.
+
+// These macros makes it simpler and less verbose to define (and redefine) the inline functions
+// template preamble
+#define T_PREAMBLE template <class T, typename T_STORAGE>
+// class preamble
+#define C_PREAMBLE RasterizerCanvasBatcher<T, T_STORAGE>
+// generic preamble
+#define PREAMBLE(RET_T) \
+ T_PREAMBLE \
+ RET_T C_PREAMBLE
+
+template <class T, typename T_STORAGE>
+class RasterizerCanvasBatcher {
+public:
+ // used to determine whether we use hardware transform (none)
+ // software transform all verts, or software transform just a translate
+ // (no rotate or scale)
+ enum TransformMode {
+ TM_NONE,
+ TM_ALL,
+ TM_TRANSLATE,
+ };
+
+ // pod versions of vector and color and RID, need to be 32 bit for vertex format
+ struct BatchVector2 {
+ float x, y;
+ void set(float xx, float yy) {
+ x = xx;
+ y = yy;
+ }
+ void set(const Vector2 &p_o) {
+ x = p_o.x;
+ y = p_o.y;
+ }
+ void to(Vector2 &r_o) const {
+ r_o.x = x;
+ r_o.y = y;
+ }
+ };
+
+ struct BatchColor {
+ float r, g, b, a;
+ void set_white() {
+ r = 1.0f;
+ g = 1.0f;
+ b = 1.0f;
+ a = 1.0f;
+ }
+ void set(const Color &p_c) {
+ r = p_c.r;
+ g = p_c.g;
+ b = p_c.b;
+ a = p_c.a;
+ }
+ void set(float rr, float gg, float bb, float aa) {
+ r = rr;
+ g = gg;
+ b = bb;
+ a = aa;
+ }
+ bool operator==(const BatchColor &p_c) const {
+ return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
+ }
+ bool operator!=(const BatchColor &p_c) const { return (*this == p_c) == false; }
+ bool equals(const Color &p_c) const {
+ return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
+ }
+ const float *get_data() const { return &r; }
+ String to_string() const {
+ String sz = "{";
+ const float *data = get_data();
+ for (int c = 0; c < 4; c++) {
+ float f = data[c];
+ int val = ((f * 255.0f) + 0.5f);
+ sz += String(Variant(val)) + " ";
+ }
+ sz += "}";
+ return sz;
+ }
+ };
+
+ // simplest FVF - local or baked position
+ struct BatchVertex {
+ // must be 32 bit pod
+ BatchVector2 pos;
+ BatchVector2 uv;
+ };
+
+ // simple FVF but also incorporating baked color
+ struct BatchVertexColored : public BatchVertex {
+ // must be 32 bit pod
+ BatchColor col;
+ };
+
+ // if we are using normal mapping, we need light angles to be sent
+ struct BatchVertexLightAngled : public BatchVertexColored {
+ // must be pod
+ float light_angle;
+ };
+
+ // CUSTOM SHADER vertex formats. These are larger but will probably
+ // be needed with custom shaders in order to have the data accessible in the shader.
+
+ // if we are using COLOR in vertex shader but not position (VERTEX)
+ struct BatchVertexModulated : public BatchVertexLightAngled {
+ BatchColor modulate;
+ };
+
+ struct BatchTransform {
+ BatchVector2 translate;
+ BatchVector2 basis[2];
+ };
+
+ // last resort, specially for custom shader, we put everything possible into a huge FVF
+ // not very efficient, but better than no batching at all.
+ struct BatchVertexLarge : public BatchVertexModulated {
+ // must be pod
+ BatchTransform transform;
+ };
+
+ // Batch should be as small as possible, and ideally nicely aligned (is 32 bytes at the moment)
+ struct Batch {
+ RasterizerStorageCommon::BatchType type; // should be 16 bit
+ uint16_t batch_texture_id;
+
+ // also item reference number
+ uint32_t first_command;
+
+ // in the case of DEFAULT, this is num commands.
+ // with rects, is number of command and rects.
+ // with lines, is number of lines
+ uint32_t num_commands;
+
+ // first vertex of this batch in the vertex lists
+ uint32_t first_vert;
+
+ BatchColor color;
+ };
+
+ struct BatchTex {
+ enum TileMode : uint32_t {
+ TILE_OFF,
+ TILE_NORMAL,
+ TILE_FORCE_REPEAT,
+ };
+ RID RID_texture;
+ RID RID_normal;
+ TileMode tile_mode;
+ BatchVector2 tex_pixel_size;
+ uint32_t flags;
+ };
+
+ // items in a list to be sorted prior to joining
+ struct BSortItem {
+ // have a function to keep as pod, rather than operator
+ void assign(const BSortItem &o) {
+ item = o.item;
+ z_index = o.z_index;
+ }
+ RendererCanvasRender::Item *item;
+ int z_index;
+ };
+
+ // batch item may represent 1 or more items
+ struct BItemJoined {
+ uint32_t first_item_ref;
+ uint32_t num_item_refs;
+
+ Rect2 bounding_rect;
+
+ // note the z_index may only be correct for the first of the joined item references
+ // this has implications for light culling with z ranged lights.
+ int16_t z_index;
+
+ // these are defined in RasterizerStorageCommon::BatchFlags
+ uint16_t flags;
+
+ // we are always splitting items with lots of commands,
+ // and items with unhandled primitives (default)
+ bool use_hardware_transform() const { return num_item_refs == 1; }
+ };
+
+ struct BItemRef {
+ RendererCanvasRender::Item *item;
+ Color final_modulate;
+ };
+
+ struct BLightRegion {
+ void reset() {
+ light_bitfield = 0;
+ shadow_bitfield = 0;
+ too_many_lights = false;
+ }
+ uint64_t light_bitfield;
+ uint64_t shadow_bitfield;
+ bool too_many_lights; // we can only do light region optimization if there are 64 or less lights
+ };
+
+ struct BatchData {
+ BatchData() {
+ reset_flush();
+ reset_joined_item();
+
+ gl_vertex_buffer = 0;
+ gl_index_buffer = 0;
+ max_quads = 0;
+ vertex_buffer_size_units = 0;
+ vertex_buffer_size_bytes = 0;
+ index_buffer_size_units = 0;
+ index_buffer_size_bytes = 0;
+
+ use_colored_vertices = false;
+
+ settings_use_batching = false;
+ settings_max_join_item_commands = 0;
+ settings_colored_vertex_format_threshold = 0.0f;
+ settings_batch_buffer_num_verts = 0;
+ scissor_threshold_area = 0.0f;
+ joined_item_batch_flags = 0;
+ diagnose_frame = false;
+ next_diagnose_tick = 10000;
+ diagnose_frame_number = 9999999999; // some high number
+ join_across_z_indices = true;
+ settings_item_reordering_lookahead = 0;
+
+ settings_use_batching_original_choice = false;
+ settings_flash_batching = false;
+ settings_diagnose_frame = false;
+ settings_scissor_lights = false;
+ settings_scissor_threshold = -1.0f;
+ settings_use_single_rect_fallback = false;
+ settings_use_software_skinning = true;
+ settings_ninepatch_mode = 0; // default
+ settings_light_max_join_items = 16;
+
+ settings_uv_contract = false;
+ settings_uv_contract_amount = 0.0f;
+
+ buffer_mode_batch_upload_send_null = true;
+ buffer_mode_batch_upload_flag_stream = false;
+
+ stats_items_sorted = 0;
+ stats_light_items_joined = 0;
+ }
+
+ // called for each joined item
+ void reset_joined_item() {
+ // noop but left in as a stub
+ }
+
+ // called after each flush
+ void reset_flush() {
+ batches.reset();
+ batch_textures.reset();
+
+ vertices.reset();
+ light_angles.reset();
+ vertex_colors.reset();
+ vertex_modulates.reset();
+ vertex_transforms.reset();
+
+ total_quads = 0;
+ total_verts = 0;
+ total_color_changes = 0;
+
+ use_light_angles = false;
+ use_modulate = false;
+ use_large_verts = false;
+ fvf = RasterizerStorageCommon::FVF_REGULAR;
+ }
+
+ unsigned int gl_vertex_buffer;
+ unsigned int gl_index_buffer;
+
+ uint32_t max_quads;
+ uint32_t vertex_buffer_size_units;
+ uint32_t vertex_buffer_size_bytes;
+ uint32_t index_buffer_size_units;
+ uint32_t index_buffer_size_bytes;
+
+ // small vertex FVF type - pos and UV.
+ // This will always be written to initially, but can be translated
+ // to larger FVFs if necessary.
+ RasterizerArray<BatchVertex> vertices;
+
+ // extra data which can be stored during prefilling, for later translation to larger FVFs
+ RasterizerArray<float> light_angles;
+ RasterizerArray<BatchColor> vertex_colors; // these aren't usually used, but are for polys
+ RasterizerArray<BatchColor> vertex_modulates;
+ RasterizerArray<BatchTransform> vertex_transforms;
+
+ // instead of having a different buffer for each vertex FVF type
+ // we have a special array big enough for the biggest FVF
+ // which can have a changeable unit size, and reuse it.
+ RasterizerUnitArray unit_vertices;
+
+ RasterizerArray<Batch> batches;
+ RasterizerArray<Batch> batches_temp; // used for translating to colored vertex batches
+ RasterizerArray_non_pod<BatchTex> batch_textures; // the only reason this is non-POD is because of RIDs
+
+ // SHOULD THESE BE IN FILLSTATE?
+ // flexible vertex format.
+ // all verts have pos and UV.
+ // some have color, some light angles etc.
+ RasterizerStorageCommon::FVF fvf;
+ bool use_colored_vertices;
+ bool use_light_angles;
+ bool use_modulate;
+ bool use_large_verts;
+
+ // if the shader is using MODULATE, we prevent baking color so the final_modulate can
+ // be read in the shader.
+ // if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
+ // to prevent the read position being incorrect.
+ // These flags are defined in RasterizerStorageCommon::BatchFlags
+ uint32_t joined_item_batch_flags;
+
+ RasterizerArray<BItemJoined> items_joined;
+ RasterizerArray<BItemRef> item_refs;
+
+ // items are sorted prior to joining
+ RasterizerArray<BSortItem> sort_items;
+
+ // new for Godot 4 .. the client outputs a linked list so we need to convert this
+ // to a linear array
+ LocalVector<RendererCanvasRender::Item::Command *> command_shortlist;
+
+ // counts
+ int total_quads;
+ int total_verts;
+
+ // we keep a record of how many color changes caused new batches
+ // if the colors are causing an excessive number of batches, we switch
+ // to alternate batching method and add color to the vertex format.
+ int total_color_changes;
+
+ // measured in pixels, recalculated each frame
+ float scissor_threshold_area;
+
+ // diagnose this frame, every nTh frame when settings_diagnose_frame is on
+ bool diagnose_frame;
+ String frame_string;
+ uint32_t next_diagnose_tick;
+ uint64_t diagnose_frame_number;
+
+ // whether to join items across z_indices - this can interfere with z ranged lights,
+ // so has to be disabled in some circumstances
+ bool join_across_z_indices;
+
+ // global settings
+ bool settings_use_batching; // the current use_batching (affected by flash)
+ bool settings_use_batching_original_choice; // the choice entered in project settings
+ bool settings_flash_batching; // for regression testing, flash between non-batched and batched renderer
+ bool settings_diagnose_frame; // print out batches to help optimize / regression test
+ int settings_max_join_item_commands;
+ float settings_colored_vertex_format_threshold;
+ int settings_batch_buffer_num_verts;
+ bool settings_scissor_lights;
+ float settings_scissor_threshold; // 0.0 to 1.0
+ int settings_item_reordering_lookahead;
+ bool settings_use_single_rect_fallback;
+ bool settings_use_software_skinning;
+ int settings_light_max_join_items;
+ int settings_ninepatch_mode;
+
+ // buffer orphaning modes
+ bool buffer_mode_batch_upload_send_null;
+ bool buffer_mode_batch_upload_flag_stream;
+
+ // uv contraction
+ bool settings_uv_contract;
+ float settings_uv_contract_amount;
+
+ // only done on diagnose frame
+ void reset_stats() {
+ stats_items_sorted = 0;
+ stats_light_items_joined = 0;
+ }
+
+ // frame stats (just for monitoring and debugging)
+ int stats_items_sorted;
+ int stats_light_items_joined;
+ } bdata;
+
+ struct FillState {
+ void reset_flush() {
+ // don't reset members that need to be preserved after flushing
+ // half way through a list of commands
+ curr_batch = 0;
+ batch_tex_id = -1;
+ texpixel_size = Vector2(1, 1);
+ contract_uvs = false;
+
+ sequence_batch_type_flags = 0;
+ }
+
+ void reset_joined_item(bool p_use_hardware_transform) {
+ reset_flush();
+ use_hardware_transform = p_use_hardware_transform;
+ extra_matrix_sent = false;
+ }
+
+ // for batching multiple types, we don't allow mixing RECTs / LINEs etc.
+ // using flags allows quicker rejection of sequences with different batch types
+ uint32_t sequence_batch_type_flags;
+
+ Batch *curr_batch;
+ int batch_tex_id;
+ bool use_hardware_transform;
+ bool contract_uvs;
+ Vector2 texpixel_size;
+ Color final_modulate;
+ TransformMode transform_mode;
+ TransformMode orig_transform_mode;
+
+ // support for extra matrices
+ bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
+ int transform_extra_command_number_p1; // plus one to allow fast checking against zero
+ Transform2D transform_combined; // final * extra
+ };
+
+ // used during try_join
+ struct RenderItemState {
+ RenderItemState() { reset(); }
+ void reset() {
+ current_clip = nullptr;
+ shader_cache = nullptr;
+ rebind_shader = true;
+ prev_use_skeleton = false;
+ last_blend_mode = -1;
+ canvas_last_material = RID();
+ item_group_z = 0;
+ item_group_light = nullptr;
+ final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
+
+ joined_item_batch_type_flags_curr = 0;
+ joined_item_batch_type_flags_prev = 0;
+
+ joined_item = nullptr;
+ }
+
+ RendererCanvasRender::Item *current_clip;
+ typename T_STORAGE::Shader *shader_cache;
+ bool rebind_shader;
+ bool prev_use_skeleton;
+ bool prev_distance_field;
+ int last_blend_mode;
+ RID canvas_last_material;
+ Color final_modulate;
+
+ // used for joining items only
+ BItemJoined *joined_item;
+ bool join_batch_break;
+ BLightRegion light_region;
+
+ // we need some logic to prevent joining items that have vastly different batch types
+ // these are defined in RasterizerStorageCommon::BatchTypeFlags
+ uint32_t joined_item_batch_type_flags_curr;
+ uint32_t joined_item_batch_type_flags_prev;
+
+ // 'item group' is data over a single call to canvas_render_items
+ int item_group_z;
+ Color item_group_modulate;
+ RendererCanvasRender::Light *item_group_light;
+ Transform2D item_group_base_transform;
+ } _render_item_state;
+
+ 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 {
+ r_v = p_tr.xform(r_v);
+}
+
+PREAMBLE(void)::_translate_batches_to_vertex_colored_FVF() {
+ // zeros the size and sets up how big each unit is
+ bdata.unit_vertices.prepare(sizeof(BatchVertexColored));
+
+ const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
+ RAST_DEBUG_ASSERT(bdata.vertex_colors.size() == bdata.vertices.size());
+
+ int num_verts = bdata.vertices.size();
+
+ for (int n = 0; n < num_verts; n++) {
+ const BatchVertex &bv = bdata.vertices[n];
+
+ BatchVertexColored *cv = (BatchVertexColored *)bdata.unit_vertices.request();
+
+ cv->pos = bv.pos;
+ cv->uv = bv.uv;
+ cv->col = *source_vertex_colors++;
+ }
+}
+
+// Translation always involved adding color to the FVF, which enables
+// joining of batches that have different colors.
+// There is a trade off. Non colored verts are smaller so work faster, but
+// there comes a point where it is better to just use colored verts to avoid lots of
+// batches.
+// In addition this can optionally add light angles to the FVF, necessary for normal mapping.
+T_PREAMBLE
+template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
+void C_PREAMBLE::_translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags) {
+ bool include_poly_color = false;
+
+ // we ONLY want to include the color verts in translation when using polys,
+ // as rects do not write vertex colors, only colors per batch.
+ if (p_sequence_batch_type_flags & RasterizerStorageCommon::BTF_POLY) {
+ include_poly_color = INCLUDE_LIGHT_ANGLES | INCLUDE_MODULATE | INCLUDE_LARGE;
+ }
+
+ // zeros the size and sets up how big each unit is
+ bdata.unit_vertices.prepare(sizeof(BATCH_VERTEX_TYPE));
+ bdata.batches_temp.reset();
+
+ // As the vertices_colored and batches_temp are 'mirrors' of the non-colored version,
+ // the sizes should be equal, and allocations should never fail. Hence the use of debug
+ // asserts to check program flow, these should not occur at runtime unless the allocation
+ // code has been altered.
+ RAST_DEBUG_ASSERT(bdata.unit_vertices.max_size() == bdata.vertices.max_size());
+ RAST_DEBUG_ASSERT(bdata.batches_temp.max_size() == bdata.batches.max_size());
+
+ Color curr_col(-1.0f, -1.0f, -1.0f, -1.0f);
+
+ Batch *dest_batch = nullptr;
+
+ const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
+ const float *source_light_angles = &bdata.light_angles[0];
+ const BatchColor *source_vertex_modulates = &bdata.vertex_modulates[0];
+ const BatchTransform *source_vertex_transforms = &bdata.vertex_transforms[0];
+
+ // translate the batches into vertex colored batches
+ for (int n = 0; n < bdata.batches.size(); n++) {
+ const Batch &source_batch = bdata.batches[n];
+
+ // does source batch use light angles?
+ const BatchTex &btex = bdata.batch_textures[source_batch.batch_texture_id];
+ bool source_batch_uses_light_angles = btex.RID_normal != RID();
+
+ bool needs_new_batch = true;
+
+ if (dest_batch) {
+ if (dest_batch->type == source_batch.type) {
+ if (source_batch.type == RasterizerStorageCommon::BT_RECT) {
+ if (dest_batch->batch_texture_id == source_batch.batch_texture_id) {
+ // add to previous batch
+ dest_batch->num_commands += source_batch.num_commands;
+ needs_new_batch = false;
+
+ // create the colored verts (only if not 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;
+ cv->col = source_batch.color;
+
+ 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 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