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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-01-12 11:33:48 +0100
committerGitHub <noreply@github.com>2022-01-12 11:33:48 +0100
commitbfd0afca58510609a161d9e43134303fd8538744 (patch)
tree444a0fba794ef01fa6af4923ca0ffbe282f7e76e /drivers/gles3/rasterizer_canvas_gles3.h
parent189662e5bdd5347ed9f8c2a4711bddd7037c5362 (diff)
parent99064d57db563f85f0585aac3fa056b980b63cfe (diff)
Merge pull request #55656 from clayjohn/GLSL3-compiler
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.h')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h252
1 files changed, 231 insertions, 21 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 5e85f84bde..908d79f9f8 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -31,41 +31,251 @@
#ifndef RASTERIZER_CANVAS_OPENGL_H
#define RASTERIZER_CANVAS_OPENGL_H
-#include "drivers/gles3/rasterizer_platforms.h"
-#ifdef GLES3_BACKEND_ENABLED
+#ifdef GLES3_ENABLED
-#include "drivers/gles3/rasterizer_canvas_batcher.h"
-#include "rasterizer_canvas_base_gles3.h"
+#include "rasterizer_scene_gles3.h"
+#include "rasterizer_storage_gles3.h"
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_compositor.h"
+
+#include "shaders/canvas.glsl.gen.h"
class RasterizerSceneGLES3;
-class RasterizerCanvasGLES3 : public RasterizerCanvasBaseGLES3, public RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3> {
- friend class RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3>;
+class RasterizerCanvasGLES3 : public RendererCanvasRender {
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
+
+ _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
+ _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
+
+ enum {
+ BASE_UNIFORM_BUFFER_OBJECT = 0,
+ MATERIAL_UNIFORM_BUFFER_OBJECT = 1,
+ TRANSFORMS_UNIFORM_BUFFER_OBJECT = 2,
+ CANVAS_TEXTURE_UNIFORM_BUFFER_OBJECT = 3,
+ };
+
+ enum {
+
+ FLAGS_INSTANCING_MASK = 0x7F,
+ FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
+ FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
+
+ FLAGS_CLIP_RECT_UV = (1 << 9),
+ FLAGS_TRANSPOSE_RECT = (1 << 10),
-private:
- // legacy codepath .. to remove after testing
- void _legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris);
+ FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
+ FLAGS_USING_PARTICLES = (1 << 13),
- // high level batch funcs
- void canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
- void render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material);
+ FLAGS_USE_SKELETON = (1 << 15),
+ FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
+ FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
+ FLAGS_LIGHT_COUNT_SHIFT = 20,
- // funcs used from rasterizer_canvas_batcher template
- void gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const;
- void gl_disable_scissor() const;
+ FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
+ FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
+
+ FLAGS_USE_MSDF = (1 << 28),
+ };
+
+ enum {
+ LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
+ LIGHT_FLAGS_BLEND_SHIFT = 16,
+ LIGHT_FLAGS_BLEND_MASK = (3 << 16),
+ LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
+ LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
+ LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
+ LIGHT_FLAGS_FILTER_SHIFT = 22
+
+ };
+
+ enum {
+ MAX_RENDER_ITEMS = 256 * 1024,
+ MAX_LIGHT_TEXTURES = 1024,
+ MAX_LIGHTS_PER_ITEM = 16,
+ DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
+ };
public:
- void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
- void canvas_render_items_end();
- void canvas_render_items_internal(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
- void canvas_begin() override;
- void canvas_end() override;
+ struct StateBuffer {
+ float canvas_transform[16];
+ float screen_transform[16];
+ float canvas_normal_transform[16];
+ float canvas_modulate[4];
+
+ float screen_pixel_size[2];
+ float time;
+ uint32_t use_pixel_snap;
+
+ float sdf_to_tex[4];
+ float sdf_to_screen[2];
+ float screen_to_sdf[2];
+
+ uint32_t directional_light_count;
+ float tex_to_sdf;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ struct InstanceData {
+ float world[6];
+ float color_texture_pixel_size[2];
+ union {
+ //rect
+ struct {
+ float modulation[4];
+ union {
+ float msdf[4];
+ float ninepatch_margins[4];
+ };
+ float dst_rect[4];
+ float src_rect[4];
+ float pad[2];
+ };
+ //primitive
+ struct {
+ float points[6]; // vec2 points[3]
+ float uvs[6]; // vec2 points[3]
+ uint32_t colors[6]; // colors encoded as half
+ };
+ };
+ uint32_t flags;
+ uint32_t specular_shininess;
+ uint32_t lights[4];
+ };
+
+ struct Data {
+ GLuint canvas_quad_vertices;
+ GLuint canvas_quad_array;
+
+ GLuint particle_quad_vertices;
+ GLuint particle_quad_array;
+
+ GLuint ninepatch_vertices;
+ GLuint ninepatch_elements;
+ } data;
+
+ struct State {
+ GLuint canvas_state_buffer;
+ LocalVector<GLuint> canvas_instance_data_buffers;
+ LocalVector<GLsync> fences;
+ uint32_t current_buffer = 0;
+
+ InstanceData *instance_data_array;
+ bool canvas_texscreen_used;
+ CanvasShaderGLES3 canvas_shader;
+ RID canvas_shader_current_version;
+ RID canvas_shader_default_version;
+ //CanvasShadowShaderGLES3 canvas_shadow_shader;
+ //LensDistortedShaderGLES3 lens_shader;
+
+ bool using_texture_rect;
+
+ bool using_ninepatch;
+ bool using_skeleton;
+
+ Transform2D skeleton_transform;
+ Transform2D skeleton_transform_inverse;
+ Size2i skeleton_texture_size;
+
+ RID current_tex = RID();
+ RID current_normal = RID();
+ RID current_specular = RID();
+ RasterizerStorageGLES3::Texture *current_tex_ptr;
+ RID current_shader_version = RID();
+ RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
+ uint32_t current_primitive_points = 0;
+ Item::Command::Type current_command = Item::Command::TYPE_RECT;
+
+ bool end_batch = false;
+
+ Transform3D vp;
+ Light *using_light;
+ bool using_shadow;
+ bool using_transparent_rt;
+
+ // FROM RD Renderer
+
+ uint32_t max_lights_per_render;
+ uint32_t max_lights_per_item;
+ uint32_t max_instances_per_batch;
+
+ RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ } state;
+
+ Item *items[MAX_RENDER_ITEMS];
+
+ RID default_canvas_texture;
+ RID default_canvas_group_material;
+ RID default_canvas_group_shader;
+
+ typedef void Texture;
+
+ RasterizerSceneGLES3 *scene_render;
+
+ RasterizerStorageGLES3 *storage;
+
+ void _set_uniforms();
+
+ void canvas_begin();
+ void canvas_end();
+
+ //virtual void draw_window_margins(int *black_margin, RID *black_image) override;
+ void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
+
+ virtual void reset_canvas();
+ virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
+
+ virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
+
+ RID light_create() override;
+ void light_set_texture(RID p_rid, RID p_texture) override;
+ void light_set_use_shadow(RID p_rid, bool p_enable) override;
+ void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override;
+ void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
+
+ void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
+ RID occluder_polygon_create() override;
+ void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
+ void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
+ void set_shadow_texture_size(int p_size) override;
+
+ bool free(RID p_rid) override;
+ void update() override;
+
+ void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size);
+
+ struct PolygonBuffers {
+ GLuint vertex_buffer;
+ GLuint vertex_array;
+ GLuint index_buffer;
+ int count;
+ };
+
+ struct {
+ HashMap<PolygonID, PolygonBuffers> polygons;
+ PolygonID last_id;
+ } polygon_buffers;
+
+ RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
+ void free_polygon(PolygonID p_polygon) override;
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
+ void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
+ void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index);
+ void _render_batch(uint32_t &p_max_index);
+ void _end_batch(uint32_t &p_max_index);
+ void _allocate_instance_data_buffer();
void initialize();
+ void finalize();
RasterizerCanvasGLES3();
+ ~RasterizerCanvasGLES3();
};
-#endif // GLES3_BACKEND_ENABLED
+#endif // GLES3_ENABLED
#endif // RASTERIZER_CANVAS_OPENGL_H