diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 460 |
1 files changed, 255 insertions, 205 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 07d56b156c..7f381b3f3e 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rasterizer_canvas_gles3.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rasterizer_canvas_gles3.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rasterizer_canvas_gles3.h" @@ -106,22 +106,26 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_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) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse(); // 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. @@ -129,9 +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(); } } @@ -278,7 +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); @@ -311,9 +315,14 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ Size2i ssize = texture_storage->render_target_get_size(p_to_render_target); + // If we've overridden the render target's color texture, then we need + // to invert the Y axis, so 2D texture appear right side up. + // We're probably rendering directly to an XR device. + float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f; + Transform3D screen_transform; screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); - screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f)); + screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f)); _update_transform_to_mat4(screen_transform, state_buffer.screen_transform); _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); @@ -355,7 +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(); @@ -384,11 +393,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ Rect2 back_buffer_rect; bool backbuffer_copy = false; bool backbuffer_gen_mipmaps = false; + bool update_skeletons = false; 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) { @@ -425,10 +435,30 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } } + if (ci->skeleton.is_valid()) { + const Item::Command *c = ci->commands; + + while (c) { + if (c->type == Item::Command::TYPE_MESH) { + 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; + } + } + c = c->next; + } + } + if (ci->canvas_group_owner != nullptr) { if (canvas_group_owner == nullptr) { + if (update_skeletons) { + mesh_storage->update_mesh_instances(); + 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, false); + _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) { @@ -455,7 +485,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } if (ci == canvas_group_owner) { - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true); + if (update_skeletons) { + mesh_storage->update_mesh_instances(); + update_skeletons = false; + } + _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) { @@ -468,9 +502,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } if (backbuffer_copy) { + if (update_skeletons) { + mesh_storage->update_mesh_instances(); + update_skeletons = false; + } //render anything pending, including clearing if no items - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false); + _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); @@ -492,7 +530,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ items[item_count++] = ci; if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) { - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false); + if (update_skeletons) { + mesh_storage->update_mesh_instances(); + update_skeletons = false; + } + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); //then reset item_count = 0; } @@ -504,14 +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 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); @@ -527,18 +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 * sizeof(InstanceData); + state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index; index = 0; - _align_instance_data_buffer(index); 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; } @@ -550,17 +592,19 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou material = default_clip_children_material; } } else { - if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) { - material = default_clip_children_material; - } else { - material = default_canvas_group_material; + if (material.is_null()) { + if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) { + material = default_clip_children_material; + } else { + material = default_canvas_group_material; + } } } } 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()) { @@ -579,7 +623,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX; - _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken); + _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken, r_sdf_used); } if (index == 0) { @@ -590,14 +634,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou } // Copy over all data needed for rendering. - glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo); + 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_UNIFORM_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 *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); - memcpy(ubo, state.instance_data_array, index * sizeof(InstanceData)); - glUnmapBuffer(GL_UNIFORM_BUFFER); + 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 glDisable(GL_SCISSOR_TEST); @@ -624,7 +668,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou uint64_t specialization = 0; specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled); specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1; - bool success = _bind_material(material_data, variant, specialization); + RID shader_version = data.canvas_shader_default_version; + + if (material_data) { + if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { + // Bind uniform buffer and textures + material_data->bind_uniforms(); + shader_version = material_data->shader_data->version; + } + } + + bool success = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(shader_version, variant, specialization); if (!success) { continue; } @@ -708,14 +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) { +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; } @@ -723,7 +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; } @@ -754,7 +808,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend light_count++; - if (light_count == data.max_lights_per_item) { + if (light_count == data.max_lights_per_item - 1) { break; } } @@ -767,7 +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; } @@ -804,18 +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; } @@ -824,12 +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; @@ -856,10 +911,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend if (rect->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; + state.instance_data_array[r_index].flags |= FLAGS_FLIP_H; } if (rect->flags & CANVAS_RECT_FLIP_V) { src_rect.size.y *= -1; + state.instance_data_array[r_index].flags |= FLAGS_FLIP_V; } if (rect->flags & CANVAS_RECT_TRANSPOSE) { @@ -917,7 +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; @@ -982,7 +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; @@ -1009,7 +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; @@ -1034,10 +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; @@ -1059,7 +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; @@ -1082,16 +1136,10 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend RID particles = pt->particles; state.canvas_instance_batches[state.current_batch_index].tex = pt->texture; state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED; - bool local_coords = particles_storage->particles_is_using_local_coords(particles); if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) { // Pass collision information. - Transform2D xform; - if (local_coords) { - xform = p_item->final_transform; - } else { - xform = p_canvas_transform_inverse; - } + Transform2D xform = p_item->final_transform; GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target); @@ -1107,6 +1155,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend } else { particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0); } + r_sdf_used |= particles_storage->particles_has_collision(particles); } state.canvas_instance_batches[state.current_batch_index].command = c; @@ -1136,7 +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; @@ -1176,26 +1225,15 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { _bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat); - // Bind the region of the UBO used by this batch. - // If region exceeds the boundary of the UBO, just ignore. - uint32_t range_bytes = data.max_instances_per_batch * sizeof(InstanceData); - if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - 1) * sizeof(InstanceData)) { - return; - } else if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - data.max_instances_per_batch) * sizeof(InstanceData)) { - // If we have less than a full batch at the end, we can just draw it anyway. - // OpenGL will complain about the UBO being smaller than expected, but it should render fine. - range_bytes = (data.max_instances_per_ubo - 1) * sizeof(InstanceData) - state.canvas_instance_batches[p_index].start; - } - - uint32_t range_start = state.canvas_instance_batches[p_index].start; - glBindBufferRange(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].ubo, range_start, range_bytes); - switch (state.canvas_instance_batches[p_index].command_type) { case Item::Command::TYPE_RECT: case Item::Command::TYPE_NINEPATCH: { glBindVertexArray(data.indexed_quad_array); - glDrawElements(GL_TRIANGLES, state.canvas_instance_batches[p_index].instance_count * 6, GL_UNSIGNED_INT, 0); - glBindBuffer(GL_UNIFORM_BUFFER, 0); + 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); + + glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, state.canvas_instance_batches[p_index].instance_count); glBindVertexArray(0); } break; @@ -1207,18 +1245,21 @@ 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_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); if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) { glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a); } if (pb->index_buffer != 0) { - glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr); + glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1); } else { - glDrawArrays(prim[polygon->primitive], 0, pb->count); + glDrawArraysInstanced(prim[polygon->primitive], 0, pb->count, 1); } glBindVertexArray(0); - glBindBuffer(GL_UNIFORM_BUFFER, 0); if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) { // Reset so this doesn't pollute other draw calls. @@ -1228,14 +1269,16 @@ 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_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); + const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES }; int instance_count = state.canvas_instance_batches[p_index].instance_count; - if (instance_count > 1) { + ERR_FAIL_COND(instance_count <= 0); + if (instance_count >= 1) { glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count); - } else { - glDrawArrays(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points); } - glBindBuffer(GL_UNIFORM_BUFFER, 0); } break; @@ -1329,6 +1372,11 @@ 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_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); + if (index_array_gl != 0) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl); use_index_buffer = true; @@ -1355,20 +1403,13 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { } GLenum primitive_gl = prim[int(primitive)]; - if (instance_count == 1) { - if (use_index_buffer) { - glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0); - } else { - glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)); - } - } else if (instance_count > 1) { - if (use_index_buffer) { - glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count); - } else { - glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count); - } - } + if (use_index_buffer) { + glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count); + } else { + glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count); + } + glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); if (instance_count > 1) { glDisableVertexAttribArray(5); @@ -1388,20 +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_ubo - 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; @@ -1416,27 +1467,25 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) // Copy the properties of the current batch, we will manually update the things that changed. 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 * sizeof(InstanceData); - + 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); - _align_instance_data_buffer(r_index); } -bool RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) { - if (p_material_data) { - if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) { - // Bind uniform buffer and textures - p_material_data->bind_uniforms(); - return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization); - } else { - return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization); - } - } else { - return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization); +void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) { + uint32_t split = p_primitive ? 11 : 12; + for (uint32_t i = 6; i < split; i++) { + glEnableVertexAttribArray(i); + glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float))); + glVertexAttribDivisor(i, p_rate); + } + for (uint32_t i = split; i <= 13; i++) { + glEnableVertexAttribArray(i); + glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float))); + glVertexAttribDivisor(i, p_rate); } } - RID RasterizerCanvasGLES3::light_create() { CanvasLight canvas_light; return canvas_light_owner.make_rid(canvas_light); @@ -1450,6 +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); } @@ -2061,6 +2113,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe if (t) { ERR_FAIL_COND(!t->canvas_texture); ct = t->canvas_texture; + if (t->render_target) { + t->render_target->used_in_frame = true; + } } else { ct = texture_storage->get_canvas_texture(p_texture); } @@ -2088,6 +2143,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe glBindTexture(GL_TEXTURE_2D, texture->tex_id); texture->gl_set_filter(filter); texture->gl_set_repeat(repeat); + if (texture->render_target) { + texture->render_target->used_in_frame = true; + } } GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map); @@ -2101,6 +2159,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); normal_map->gl_set_filter(filter); normal_map->gl_set_repeat(repeat); + if (normal_map->render_target) { + normal_map->render_target->used_in_frame = true; + } } GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular); @@ -2114,6 +2175,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe glBindTexture(GL_TEXTURE_2D, specular_map->tex_id); specular_map->gl_set_filter(filter); specular_map->gl_set_repeat(repeat); + if (specular_map->render_target) { + specular_map->render_target->used_in_frame = true; + } } } @@ -2375,8 +2439,8 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() { GLuint new_buffers[3]; glGenBuffers(3, new_buffers); // Batch UBO. - glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]); - glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]); + glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); // Light uniform buffer. glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]); glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW); @@ -2384,36 +2448,34 @@ 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.ubo = 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++; -// Batch start positions need to be aligned to the device's GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT. -// This needs to be called anytime a new batch is created. -void RasterizerCanvasGLES3::_align_instance_data_buffer(uint32_t &r_index) { - if (GLES3::Config::get_singleton()->uniform_buffer_offset_alignment > int(sizeof(InstanceData))) { - uint32_t offset = state.canvas_instance_batches[state.current_batch_index].start % GLES3::Config::get_singleton()->uniform_buffer_offset_alignment; - if (offset > 0) { - // uniform_buffer_offset_alignment can be 4, 16, 32, or 256. Our instance batches are 128 bytes. - // Accordingly, this branch is only triggered if we are 128 bytes off. - uint32_t offset_bytes = GLES3::Config::get_singleton()->uniform_buffer_offset_alignment - offset; - state.canvas_instance_batches[state.current_batch_index].start += offset_bytes; - // Offset the instance array so it stays in sync with batch start points. - // This creates gaps in the instance buffer with wasted space, but we can't help it. - r_index += offset_bytes / sizeof(InstanceData); - if (r_index > 0) { - // In this case we need to copy over the basic data. - state.instance_data_array[r_index] = state.instance_data_array[r_index - 1]; - } - } + 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) { @@ -2557,15 +2619,13 @@ 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 = 512; } // Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2 - data.max_instances_per_ubo = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"))); - data.max_instance_buffer_size = data.max_instances_per_ubo * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb + 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); @@ -2573,8 +2633,8 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { GLuint new_buffers[3]; glGenBuffers(3, new_buffers); // Batch UBO. - glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]); - glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]); + glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); // Light uniform buffer. glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]); glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW); @@ -2582,49 +2642,35 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); DataBuffer db; - db.ubo = 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; db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); state.canvas_instance_data_buffers[i] = db; } + glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0); - state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo); + state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer); state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render); { - const uint32_t no_of_instances = data.max_instances_per_batch; - + const uint32_t indices[6] = { 0, 2, 1, 3, 2, 0 }; glGenVertexArrays(1, &data.indexed_quad_array); glBindVertexArray(data.indexed_quad_array); glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - - const uint32_t num_indices = 6; - const uint32_t quad_indices[num_indices] = { 0, 2, 1, 3, 2, 0 }; - - const uint32_t total_indices = no_of_instances * num_indices; - uint32_t *indices = new uint32_t[total_indices]; - for (uint32_t i = 0; i < total_indices; i++) { - uint32_t quad = i / num_indices; - uint32_t quad_local = i % num_indices; - indices[i] = quad_indices[quad_local] + quad * num_indices; - } - glGenBuffers(1, &data.indexed_quad_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * total_indices, indices, GL_STATIC_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 6, indices, GL_STATIC_DRAW); glBindVertexArray(0); - delete[] indices; } 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); + 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(); shadow_render.shader.initialize(); @@ -2639,8 +2685,10 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { shader_type canvas_item; +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; @@ -2664,8 +2712,10 @@ void fragment() { shader_type canvas_item; +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); COLOR.rgb = c.rgb; } )"); |