diff options
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 154 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 15 | ||||
| -rw-r--r-- | servers/rendering_server.cpp | 2 | 
3 files changed, 99 insertions, 72 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 8888d11a24..c65c396591 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -113,16 +113,19 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  	// Clear out any state that may have been left from the 3D pass.  	reset_canvas(); -	if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) { +	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {  		GLint syncStatus; -		glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); +		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);  		if (syncStatus == GL_UNSIGNALED) {  			// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway. -			if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { +			if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {  #ifndef WEB_ENABLED  				// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting. -				glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms +				glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms  #endif +				state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number(); +				glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence); +				state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();  			} else {  				// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use  				// Allocate a new buffer and use that. @@ -130,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  			}  		} else {  			// Already finished all rendering commands, we can use it. -			state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number(); -			glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence); -			state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync(); +			state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number(); +			glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence); +			state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();  		}  	} @@ -279,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  	}  	if (light_count > 0) { -		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo); +		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);  #ifdef WEB_ENABLED  		glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms); @@ -361,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); -		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo); +		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);  		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);  		GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer(); @@ -395,7 +398,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  	Item *ci = p_item_list;  	Item *canvas_group_owner = nullptr; -	uint32_t starting_index = 0; +	state.last_item_index = 0;  	while (ci) {  		if (ci->copy_back_buffer && canvas_group_owner == nullptr) { @@ -455,7 +458,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  					update_skeletons = false;  				}  				// Canvas group begins here, render until before this item -				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); +				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);  				item_count = 0;  				if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) { @@ -486,7 +489,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  				mesh_storage->update_mesh_instances();  				update_skeletons = false;  			} -			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true); +			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);  			item_count = 0;  			if (ci->canvas_group->blur_mipmaps) { @@ -505,7 +508,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  			}  			//render anything pending, including clearing if no items -			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); +			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);  			item_count = 0;  			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps); @@ -531,7 +534,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  				mesh_storage->update_mesh_instances();  				update_skeletons = false;  			} -			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); +			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);  			//then reset  			item_count = 0;  		} @@ -543,14 +546,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_  		RenderingServerDefault::redraw_request();  	} -	state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); +	state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);  	// Clear out state used in 2D pass  	reset_canvas(); -	state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size(); +	state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size(); +	state.current_instance_buffer_index = 0;  } -void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer) { +void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {  	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();  	canvas_begin(p_to_render_target, p_to_backbuffer); @@ -566,17 +570,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou  	// Record Batches.  	// First item always forms its own batch.  	bool batch_broken = false; -	_new_batch(batch_broken, index); +	_new_batch(batch_broken);  	// Override the start position and index as we want to start from where we finished off last time. -	state.canvas_instance_batches[state.current_batch_index].start = r_last_index; +	state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;  	index = 0;  	for (int i = 0; i < p_item_count; i++) {  		Item *ci = items[i];  		if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) { -			_new_batch(batch_broken, index); +			_new_batch(batch_broken);  			state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;  			current_clip = ci->final_clip_owner;  		} @@ -600,7 +604,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou  		GLES3::CanvasShaderData *shader_data_cache = nullptr;  		if (material != state.canvas_instance_batches[state.current_batch_index].material) { -			_new_batch(batch_broken, index); +			_new_batch(batch_broken);  			GLES3::CanvasMaterialData *material_data = nullptr;  			if (material.is_valid()) { @@ -630,12 +634,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou  	}  	// Copy over all data needed for rendering. -	glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); +	glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);  #ifdef WEB_ENABLED -	glBufferSubData(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array); +	glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);  #else  	// On Desktop and mobile we map the memory without synchronizing for maximum speed. -	void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); +	void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);  	memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));  	glUnmapBuffer(GL_ARRAY_BUFFER);  #endif @@ -758,14 +762,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou  	state.current_batch_index = 0;  	state.canvas_instance_batches.clear(); -	r_last_index += index; +	state.last_item_index += index;  }  void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {  	RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;  	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) { -		_new_batch(r_batch_broken, r_index); +		_new_batch(r_batch_broken);  		state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;  	} @@ -773,7 +777,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  	RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;  	if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) { -		_new_batch(r_batch_broken, r_index); +		_new_batch(r_batch_broken);  		state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;  	} @@ -817,7 +821,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  	bool lights_disabled = light_count == 0 && !state.using_directional_lights;  	if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) { -		_new_batch(r_batch_broken, r_index); +		_new_batch(r_batch_broken);  		state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;  	} @@ -865,7 +869,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  		}  		if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) { -			_new_batch(r_batch_broken, r_index); +			_new_batch(r_batch_broken);  			state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;  			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;  		} @@ -875,12 +879,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);  				if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) { -					_new_batch(r_batch_broken, r_index); +					_new_batch(r_batch_broken);  					state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;  				}  				if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) { -					_new_batch(r_batch_broken, r_index); +					_new_batch(r_batch_broken);  					state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;  					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;  					state.canvas_instance_batches[state.current_batch_index].command = c; @@ -970,7 +974,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);  				if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) { -					_new_batch(r_batch_broken, r_index); +					_new_batch(r_batch_broken);  					state.canvas_instance_batches[state.current_batch_index].tex = np->texture;  					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;  					state.canvas_instance_batches[state.current_batch_index].command = c; @@ -1035,7 +1039,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);  				// Polygon's can't be batched, so always create a new batch -				_new_batch(r_batch_broken, r_index); +				_new_batch(r_batch_broken);  				state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;  				state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON; @@ -1062,7 +1066,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);  				if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) { -					_new_batch(r_batch_broken, r_index); +					_new_batch(r_batch_broken);  					state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;  					state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;  					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE; @@ -1087,10 +1091,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				if (primitive->point_count == 4) {  					// Reset base data.  					_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world); -					state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0; -					state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0; - -					state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config +					_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);  					for (uint32_t j = 0; j < 3; j++) {  						int offset = j == 0 ? 0 : 1; @@ -1112,7 +1113,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  			case Item::Command::TYPE_MULTIMESH:  			case Item::Command::TYPE_PARTICLES: {  				// Mesh's can't be batched, so always create a new batch -				_new_batch(r_batch_broken, r_index); +				_new_batch(r_batch_broken);  				Color modulate(1, 1, 1, 1);  				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES; @@ -1184,7 +1185,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend  				const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);  				if (current_clip) {  					if (ci->ignore != reclip) { -						_new_batch(r_batch_broken, r_index); +						_new_batch(r_batch_broken);  						if (ci->ignore) {  							state.canvas_instance_batches[state.current_batch_index].clip = nullptr;  							reclip = true; @@ -1228,7 +1229,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {  		case Item::Command::TYPE_RECT:  		case Item::Command::TYPE_NINEPATCH: {  			glBindVertexArray(data.indexed_quad_array); -			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); +			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);  			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);  			_enable_attributes(range_start, false); @@ -1244,7 +1245,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {  			ERR_FAIL_COND(!pb);  			glBindVertexArray(pb->vertex_array); -			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); +			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);  			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);  			_enable_attributes(range_start, false); @@ -1268,7 +1269,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {  		case Item::Command::TYPE_PRIMITIVE: {  			glBindVertexArray(data.canvas_quad_array); -			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); +			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);  			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);  			_enable_attributes(range_start, true); @@ -1371,7 +1372,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {  				index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);  				bool use_index_buffer = false;  				glBindVertexArray(vertex_array_gl); -				glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); +				glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);  				uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);  				_enable_attributes(range_start, false, instance_count); @@ -1428,20 +1429,30 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {  }  void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) { -	if (r_index >= data.max_instances_per_buffer - 1) { -		ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'"); -		return; -	} - -	if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) { -		_new_batch(r_batch_broken, r_index); -	} -  	state.canvas_instance_batches[state.current_batch_index].instance_count++;  	r_index++; +	if (r_index >= data.max_instances_per_buffer) { +		// Copy over all data needed for rendering right away +		// then go back to recording item commands. +		glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]); +#ifdef WEB_ENABLED +		glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array); +#else +		// On Desktop and mobile we map the memory without synchronizing for maximum speed. +		void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); +		memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData)); +		glUnmapBuffer(GL_ARRAY_BUFFER); +#endif +		_allocate_instance_buffer(); +		r_index = 0; +		state.last_item_index = 0; +		r_batch_broken = false; // Force a new batch to be created +		_new_batch(r_batch_broken); +		state.canvas_instance_batches[state.current_batch_index].start = 0; +	}  } -void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) { +void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {  	if (state.canvas_instance_batches.size() == 0) {  		state.canvas_instance_batches.push_back(Batch());  		return; @@ -1457,7 +1468,7 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)  	Batch new_batch = state.canvas_instance_batches[state.current_batch_index];  	new_batch.instance_count = 0;  	new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count; - +	new_batch.instance_buffer_index = state.current_instance_buffer_index;  	state.current_batch_index++;  	state.canvas_instance_batches.push_back(new_batch);  } @@ -2434,17 +2445,35 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {  	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);  	glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); -	state.current_buffer = (state.current_buffer + 1); +	state.current_data_buffer_index = (state.current_data_buffer_index + 1);  	DataBuffer db; -	db.buffer = new_buffers[0]; +	db.instance_buffers.push_back(new_buffers[0]);  	db.light_ubo = new_buffers[1];  	db.state_ubo = new_buffers[2];  	db.last_frame_used = RSG::rasterizer->get_frame_number(); -	state.canvas_instance_data_buffers.insert(state.current_buffer, db); -	state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size(); +	state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db); +	state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();  	glBindBuffer(GL_ARRAY_BUFFER, 0);  	glBindBuffer(GL_UNIFORM_BUFFER, 0);  } +void RasterizerCanvasGLES3::_allocate_instance_buffer() { +	state.current_instance_buffer_index++; + +	if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) { +		// We already allocated another buffer in a previous frame, so we can just use it. +		return; +	} + +	GLuint new_buffer; +	glGenBuffers(1, &new_buffer); + +	glBindBuffer(GL_ARRAY_BUFFER, new_buffer); +	glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); + +	state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer); + +	glBindBuffer(GL_ARRAY_BUFFER, 0); +}  void RasterizerCanvasGLES3::set_time(double p_time) {  	state.time = p_time; @@ -2587,14 +2616,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {  	int uniform_max_size = config->max_uniform_buffer_size;  	if (uniform_max_size < 65536) {  		data.max_lights_per_render = 64; -		data.max_instances_per_batch = 128;  	} else {  		data.max_lights_per_render = 256; -		data.max_instances_per_batch = 2048;  	}  	// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2 -	data.max_instances_per_buffer = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"))); +	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));  	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb  	state.canvas_instance_data_buffers.resize(3);  	state.canvas_instance_batches.reserve(200); @@ -2612,7 +2639,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {  		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);  		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);  		DataBuffer db; -		db.buffer = new_buffers[0]; +		db.instance_buffers.push_back(new_buffers[0]);  		db.light_ubo = new_buffers[1];  		db.state_ubo = new_buffers[2];  		db.last_frame_used = 0; @@ -2639,7 +2666,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {  	String global_defines;  	global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now  	global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n"; -	global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";  	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);  	data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 916e12057c..1c14d0b466 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -247,7 +247,6 @@ public:  		uint32_t max_lights_per_render = 256;  		uint32_t max_lights_per_item = 16; -		uint32_t max_instances_per_batch = 512;  		uint32_t max_instances_per_buffer = 16384;  		uint32_t max_instance_buffer_size = 16384 * 128;  	} data; @@ -256,6 +255,7 @@ public:  		// Position in the UBO measured in bytes  		uint32_t start = 0;  		uint32_t instance_count = 0; +		uint32_t instance_buffer_index = 0;  		RID tex;  		RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; @@ -281,7 +281,7 @@ public:  	// We track them and ensure that they don't get reused until at least 2 frames have passed  	// to avoid the GPU stalling to wait for a resource to become available.  	struct DataBuffer { -		GLuint buffer = 0; +		Vector<GLuint> instance_buffers;  		GLuint light_ubo = 0;  		GLuint state_ubo = 0;  		uint64_t last_frame_used = -3; @@ -291,9 +291,10 @@ public:  	struct State {  		LocalVector<DataBuffer> canvas_instance_data_buffers;  		LocalVector<Batch> canvas_instance_batches; -		uint32_t current_buffer = 0; -		uint32_t current_buffer_index = 0; +		uint32_t current_data_buffer_index = 0; +		uint32_t current_instance_buffer_index = 0;  		uint32_t current_batch_index = 0; +		uint32_t last_item_index = 0;  		InstanceData *instance_data_array = nullptr; @@ -354,14 +355,14 @@ public:  	void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);  	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, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer = false); +	void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);  	void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used);  	void _render_batch(Light *p_lights, uint32_t p_index);  	bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization); -	void _new_batch(bool &r_batch_broken, uint32_t &r_index); +	void _new_batch(bool &r_batch_broken);  	void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);  	void _allocate_instance_data_buffer(); -	void _align_instance_data_buffer(uint32_t &r_index); +	void _allocate_instance_buffer();  	void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);  	void set_time(double p_time); diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 4ef562adcb..97907bed48 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2875,7 +2875,7 @@ void RenderingServer::init() {  	GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);  	// Number of commands that can be drawn per frame. -	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1"), 16384); +	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);  	GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);  	GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);  |