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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp167
1 files changed, 99 insertions, 68 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 89b1c1889e..7f381b3f3e 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) {
@@ -440,6 +443,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
if (cm->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
+ mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
update_skeletons = true;
}
}
@@ -454,7 +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) {
@@ -485,7 +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) {
@@ -504,7 +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);
@@ -530,7 +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;
}
@@ -542,14 +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);
@@ -565,17 +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;
}
@@ -599,7 +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()) {
@@ -629,12 +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
@@ -757,14 +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 *&current_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;
}
@@ -772,7 +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;
}
@@ -816,7 +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;
}
@@ -853,18 +858,19 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- Color blend_color;
+ Color blend_color = base_color;
+ GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
if (c->type == Item::Command::TYPE_RECT) {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_LCD) {
- p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
+ blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
blend_color = rect->modulate * base_color;
}
}
- if (p_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);
- state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
+ 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);
+ state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
@@ -873,12 +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;
@@ -968,7 +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;
@@ -1033,7 +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;
@@ -1060,7 +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;
@@ -1085,10 +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;
@@ -1110,7 +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;
@@ -1182,7 +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;
@@ -1226,7 +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);
@@ -1242,7 +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);
@@ -1266,7 +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);
@@ -1369,7 +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);
@@ -1426,20 +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;
@@ -1455,7 +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);
}
@@ -1486,6 +1499,9 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
if (cl->texture == p_texture) {
return;
}
+
+ ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
+
if (cl->texture.is_valid()) {
texture_storage->texture_remove_from_texture_atlas(cl->texture);
}
@@ -2432,17 +2448,35 @@ 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;
@@ -2585,14 +2619,12 @@ 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);
@@ -2610,7 +2642,7 @@ 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;
@@ -2637,7 +2669,6 @@ 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();