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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.cpp1994
1 files changed, 1522 insertions, 472 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 0ffede0992..07d56b156c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -36,26 +36,14 @@
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
+#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
-#ifndef GLES_OVER_GL
-#define glClearDepth glClearDepthf
-#endif
-
-//static const GLenum gl_primitive[] = {
-// GL_POINTS,
-// GL_LINES,
-// GL_LINE_STRIP,
-// GL_LINE_LOOP,
-// GL_TRIANGLES,
-// GL_TRIANGLE_STRIP,
-// GL_TRIANGLE_FAN
-//};
-
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
@@ -115,7 +103,7 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
p_mat4[15] = 1;
}
-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_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) {
+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();
@@ -124,9 +112,198 @@ 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();
- // TODO: Setup Directional Lights
+ if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
+ GLint syncStatus;
+ glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].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) {
+#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
+#endif
+ } 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.
+ _allocate_instance_data_buffer();
+ }
+ } 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();
+ }
+ }
+
+ //setup directional lights if exist
+
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
+ {
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+
+ Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
+
+ state.light_uniforms[index].position[0] = -canvas_light_dir.x;
+ state.light_uniforms[index].position[1] = -canvas_light_dir.y;
+
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ if (state.shadow_fb != 0) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ state.using_directional_lights = directional_light_count > 0;
+ }
+
+ //setup lights if exist
+
+ {
+ Light *l = p_light_list;
+ uint32_t index = light_count;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+ Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
+
+ Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
+ state.light_uniforms[index].position[0] = canvas_light_pos.x;
+ state.light_uniforms[index].position[1] = canvas_light_pos.y;
+
+ _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
- // TODO: Setup lights
+ state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ if (state.shadow_fb != 0) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+
+ if (clight->texture.is_valid()) {
+ Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+
+ GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
+ if (texture_atlas == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ texture_atlas = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ GLuint shadow_tex = state.shadow_texture;
+ if (shadow_tex == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ shadow_tex = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_tex);
+ }
{
//update canvas state uniform buffer
@@ -155,13 +332,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- // TODO: temporary, this should be set at the top of this function
- glViewport(0, 0, render_target_size.x, render_target_size.y);
-
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
- state_buffer.directional_light_count = 0; //directional_light_count;
+ state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
@@ -180,7 +354,8 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -189,11 +364,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
+
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
+ glViewport(0, 0, render_target_size.x, render_target_size.y);
+
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
@@ -207,6 +388,8 @@ 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;
+
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
@@ -245,14 +428,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
// Canvas group begins here, render until before this item
-
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
- Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
-
- if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
+ if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
+ Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
+ if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
+ items[item_count++] = ci->canvas_group_owner;
+ }
} else if (!backbuffer_cleared) {
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
backbuffer_cleared = true;
@@ -271,7 +455,7 @@ 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, true);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
@@ -279,12 +463,14 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
canvas_group_owner = nullptr;
+ // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
+ backbuffer_cleared = false;
}
if (backbuffer_copy) {
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -306,7 +492,7 @@ 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);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
//then reset
item_count = 0;
}
@@ -318,153 +504,135 @@ 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);
+
// Clear out state used in 2D pass
reset_canvas();
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
}
-void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+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) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- Item *current_clip = nullptr;
-
- Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
canvas_begin(p_to_render_target, p_to_backbuffer);
- RID prev_material;
+ if (p_item_count <= 0) {
+ // Nothing to draw, just call canvas_begin() to clear the render target and return.
+ return;
+ }
+
uint32_t index = 0;
- GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- Color last_blend_color;
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
+ Item *current_clip = nullptr;
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- state.current_tex_ptr = nullptr;
- state.current_normal = RID();
- state.current_specular = RID();
- state.canvas_texscreen_used = false;
- state.current_shader_version = state.canvas_shader_default_version;
+ // Record Batches.
+ // First item always forms its own batch.
+ bool batch_broken = false;
+ _new_batch(batch_broken, index);
+
+ // 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);
+ index = 0;
+ _align_instance_data_buffer(index);
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
- if (current_clip != ci->final_clip_owner) {
- _render_batch(index);
-
+ if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
+ _new_batch(batch_broken, index);
+ state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner;
- //setup clip
- if (current_clip) {
- glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
}
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
-
- if (material.is_null() && ci->canvas_group != nullptr) {
- material = default_canvas_group_material;
+ if (ci->canvas_group != nullptr) {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
+ if (!p_to_backbuffer) {
+ 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 != prev_material) {
- _render_batch(index);
+ GLES3::CanvasShaderData *shader_data_cache = nullptr;
+ if (material != state.canvas_instance_batches[state.current_batch_index].material) {
+ _new_batch(batch_broken, index);
+
GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
}
+ shader_data_cache = nullptr;
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();
- state.current_shader_version = material_data->shader_data->version;
shader_data_cache = material_data->shader_data;
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
}
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
}
- prev_material = material;
+
+ state.canvas_instance_batches[state.current_batch_index].material = material;
+ state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
}
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index, blend_mode, last_blend_mode, last_blend_color);
+ _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
- // Render last command
- _render_batch(index);
-}
-
-void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index, GLES3::CanvasShaderData::BlendMode p_blend_mode, GLES3::CanvasShaderData::BlendMode &r_last_blend_mode, Color &r_last_blend_color) {
- // Used by Polygon and Mesh.
- static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- RS::CanvasItemTextureFilter current_filter = state.default_filter;
- RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
-
- if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- current_filter = p_item->texture_filter;
- }
-
- if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- current_repeat = p_item->texture_repeat;
+ if (index == 0) {
+ // Nothing to render, just return.
+ state.current_batch_index = 0;
+ state.canvas_instance_batches.clear();
+ return;
}
- Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
- Transform2D draw_transform; // Used by transform command
-
- Color base_color = p_item->final_modulate;
-
- uint32_t base_flags = 0;
-
- bool reclip = false;
+ // Copy over all data needed for rendering.
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, r_last_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);
+#endif
- bool skipping = false;
+ glDisable(GL_SCISSOR_TEST);
+ current_clip = nullptr;
- const Item::Command *c = p_item->commands;
- while (c) {
- if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
- c = c->next;
- continue;
- }
+ GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- if (c->type != Item::Command::TYPE_MESH) {
- // For Meshes, this gets updated below.
- _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- }
+ state.current_tex = RID();
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[r_index].modulation[i] = 0.0;
- state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
- state.instance_data_array[r_index].src_rect[i] = 0.0;
- state.instance_data_array[r_index].dst_rect[i] = 0.0;
- state.instance_data_array[r_index].lights[i] = uint32_t(0);
+ for (uint32_t i = 0; i <= state.current_batch_index; i++) {
+ //setup clip
+ if (current_clip != state.canvas_instance_batches[i].clip) {
+ current_clip = state.canvas_instance_batches[i].clip;
+ if (current_clip) {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
+ } else {
+ glDisable(GL_SCISSOR_TEST);
+ }
}
- 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].pad[0] = 0.0;
- state.instance_data_array[r_index].pad[1] = 0.0;
-
- 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
-
- GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
- Color blend_color;
-
- if (c->type == Item::Command::TYPE_RECT) {
- const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
- if (rect->flags & CANVAS_RECT_LCD) {
- blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
- blend_color = rect->modulate;
- }
+ GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
+ CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
+ 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);
+ if (!success) {
+ continue;
}
- if (r_last_blend_mode != blend_mode || r_last_blend_color != blend_color) {
- _render_batch(r_index);
+ GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
- if (r_last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
+ if (last_blend_mode != blend_mode) {
+ if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
// re-enable it
glEnable(GL_BLEND);
} else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
@@ -475,7 +643,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
switch (blend_mode) {
case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
// Nothing to do here.
-
} break;
case GLES3::CanvasShaderData::BLEND_MODE_LCD: {
glBlendEquation(GL_FUNC_ADD);
@@ -484,6 +651,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
} else {
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE);
}
+ Color blend_color = state.canvas_instance_batches[state.current_batch_index].blend_color;
glBlendColor(blend_color.r, blend_color.g, blend_color.b, blend_color.a);
} break;
@@ -532,32 +700,149 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
} break;
}
- r_last_blend_mode = blend_mode;
- r_last_blend_color = blend_color;
+ last_blend_mode = blend_mode;
+ }
+
+ _render_batch(p_lights, i);
+ }
+
+ state.current_batch_index = 0;
+ state.canvas_instance_batches.clear();
+ r_last_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) {
+ 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);
+
+ state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
+ }
+
+ 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);
+
+ state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
+ }
+
+ Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform; // Used by transform command
+
+ Color base_color = p_item->final_modulate;
+ uint32_t base_flags = 0;
+ Size2 texpixel_size;
+
+ bool reclip = false;
+
+ bool skipping = false;
+
+ // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
+ uint32_t lights[4] = { 0, 0, 0, 0 };
+
+ uint16_t light_count = 0;
+
+ {
+ Light *light = p_lights;
+
+ while (light) {
+ if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+ uint32_t light_index = light->render_index_cache;
+ lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+
+ light_count++;
+
+ if (light_count == data.max_lights_per_item) {
+ break;
+ }
+ }
+ light = light->next_ptr;
+ }
+
+ base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ }
+
+ 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);
+ state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
+ }
+
+ const Item::Command *c = p_item->commands;
+ while (c) {
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
+ c = c->next;
+ continue;
+ }
+
+ if (c->type != Item::Command::TYPE_MESH) {
+ // For Meshes, this gets updated below.
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
+ }
+
+ // Zero out most fields.
+ for (int i = 0; i < 4; i++) {
+ state.instance_data_array[r_index].modulation[i] = 0.0;
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
+ state.instance_data_array[r_index].lights[i] = uint32_t(0);
+ }
+ 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].pad[0] = 0.0;
+ state.instance_data_array[r_index].pad[1] = 0.0;
+
+ state.instance_data_array[r_index].lights[0] = lights[0];
+ state.instance_data_array[r_index].lights[1] = lights[1];
+ state.instance_data_array[r_index].lights[2] = lights[2];
+ state.instance_data_array[r_index].lights[3] = lights[3];
+
+ 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;
+ 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_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;
+ state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
switch (c->type) {
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
- if (rect->flags & CANVAS_RECT_TILE) {
- current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
+ 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);
+ state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
- if (rect->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
- _render_batch(r_index);
-
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_RECT;
+ 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);
+ 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;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD;
}
- _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
+
+ _prepare_canvas_texture(rect->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect;
if (rect->texture != RID()) {
- src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * state.current_pixel_size, rect->source.size * state.current_pixel_size) : Rect2(0, 0, 1, 1);
+ src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
@@ -625,36 +910,32 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
- if (np->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_NINEPATCH) {
- _render_batch(r_index);
-
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_NINEPATCH;
+ 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);
+ 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;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_NINEPATCH;
}
- //bind textures
- _bind_canvas_texture(np->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_NINEPATCH);
+ _prepare_canvas_texture(np->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
if (np->texture == RID()) {
- state.current_pixel_size = Size2(1, 1);
+ texpixel_size = Size2(1, 1);
src_rect = Rect2(0, 0, 1, 1);
} else {
if (np->source != Rect2()) {
- src_rect = Rect2(np->source.position.x * state.current_pixel_size.width, np->source.position.y * state.current_pixel_size.height, np->source.size.x * state.current_pixel_size.width, np->source.size.y * state.current_pixel_size.height);
+ src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
@@ -690,32 +971,26 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
+ _add_to_batch(r_index, r_batch_broken);
// Restore if overridden.
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
- PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
- ERR_CONTINUE(!pb);
+ // Polygon's can't be batched, so always create a new batch
+ _new_batch(r_batch_broken, r_index);
- if (polygon->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
- _render_batch(r_index);
+ 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;
+ state.canvas_instance_batches[state.current_batch_index].command = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_POLYGON;
- }
- _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
+ _prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
- state.current_primitive = polygon->primitive;
state.instance_data_array[r_index].modulation[0] = base_color.r;
state.instance_data_array[r_index].modulation[1] = base_color.g;
state.instance_data_array[r_index].modulation[2] = base_color.b;
@@ -727,39 +1002,22 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
- _bind_instance_data_buffer(1);
- glBindVertexArray(pb->vertex_array);
-
- if (pb->color_disabled) {
- 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);
- } else {
- glDrawArrays(prim[polygon->primitive], 0, pb->count);
- }
- glBindVertexArray(0);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
-
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
-
- if (pb->color_disabled) {
- // Reset so this doesn't pollute other draw calls.
- glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
- if (state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = primitive->point_count;
- state.current_command = Item::Command::TYPE_PRIMITIVE;
+ 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);
+ 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;
+ state.canvas_instance_batches[state.current_batch_index].command = c;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
}
- _bind_canvas_texture(RID(), current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
+
+ _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 < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
@@ -770,97 +1028,91 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
- r_index++;
+
+ _add_to_batch(r_index, r_batch_broken);
+
if (primitive->point_count == 4) {
- // Reset base data
+ // 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 == 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
+ 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
for (uint32_t j = 0; j < 3; j++) {
- //second half of triangle
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
- Color col = primitive->colors[j + 1] * base_color;
+ int offset = j == 0 ? 0 : 1;
+ // Second triangle in the quad. Uses vertices 0, 2, 3.
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
+ Color col = primitive->colors[j + offset] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
- r_index++;
- }
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
+
+ _add_to_batch(r_index, r_batch_broken);
}
} break;
case Item::Command::TYPE_MESH:
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
- GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
- RID mesh;
- RID mesh_instance;
- RID texture;
- Color modulate(1, 1, 1, 1);
- uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ // Mesh's can't be batched, so always create a new batch
+ _new_batch(r_batch_broken, r_index);
+ Color modulate(1, 1, 1, 1);
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
- mesh = m->mesh;
- mesh_instance = m->mesh_instance;
- texture = m->texture;
- modulate = m->modulate;
+ state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
+ modulate = m->modulate;
+
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
- RID multimesh = mm->multimesh;
- mesh = mesh_storage->multimesh_get_mesh(multimesh);
- texture = mm->texture;
-
- if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
- break;
- }
-
- instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
+ state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
+ } else if (c->type == Item::Command::TYPE_PARTICLES) {
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ 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;
+ }
- if (instance_count == 0) {
- break;
- }
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
- }
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
- // TODO: implement particles here
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
- if (mesh.is_null()) {
- break;
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ } else {
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
+ }
}
- if (texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = c->type;
- }
+ state.canvas_instance_batches[state.current_batch_index].command = c;
+ state.canvas_instance_batches[state.current_batch_index].command_type = c->type;
- _bind_canvas_texture(texture, current_filter, current_repeat, r_index);
- if (instance_count == 1) {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_INSTANCED);
- }
-
- uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
+ _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);
state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
@@ -872,75 +1124,9 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[j] = 0;
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
- _bind_instance_data_buffer(1);
- for (uint32_t j = 0; j < surf_count; j++) {
- void *surface = mesh_storage->mesh_get_surface(mesh, j);
-
- RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
- ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
-
- GLuint vertex_array_gl = 0;
- GLuint index_array_gl = 0;
-
- uint32_t input_mask = 0; // 2D meshes always use the same vertex format
- if (mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
- } else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
- }
-
- index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
- bool use_index_buffer = false;
- glBindVertexArray(vertex_array_gl);
- if (index_array_gl != 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
- use_index_buffer = true;
- }
-
- if (instance_count > 1) {
- // Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
- glVertexAttribDivisor(1, 1);
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
- glVertexAttribDivisor(2, 1);
-
- if (multimesh_uses_color || multimesh_uses_custom_data) {
- glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
- glVertexAttribDivisor(5, 1);
- }
- }
-
- 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 (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);
- }
- }
-
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
-
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- if (instance_count > 1) {
- glDisableVertexAttribArray(5);
- glDisableVertexAttribArray(6);
- glDisableVertexAttribArray(7);
- glDisableVertexAttribArray(8);
- }
- }
+ _add_to_batch(r_index, r_batch_broken);
} break;
+
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
draw_transform = transform->xform;
@@ -950,30 +1136,30 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
if (current_clip) {
if (ci->ignore != reclip) {
+ _new_batch(r_batch_broken, r_index);
if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
+ state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true;
} else {
- // Scissor area is already set
- glEnable(GL_SCISSOR_TEST);
+ state.canvas_instance_batches[state.current_batch_index].clip = current_clip;
reclip = false;
}
}
}
} break;
+
case Item::Command::TYPE_ANIMATION_SLICE: {
- /*
const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
- double current_time = RendererCompositorRD::singleton->get_total_time();
+ double current_time = RSG::rasterizer->get_total_time();
double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
RenderingServerDefault::redraw_request(); // animation visible means redraw request
- */
} break;
}
c = c->next;
+ r_batch_broken = false;
}
if (current_clip && reclip) {
@@ -982,101 +1168,832 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
}
}
-void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
- if (r_index > 0) {
- _bind_instance_data_buffer(r_index);
- glBindVertexArray(data.canvas_quad_array);
- if (state.current_primitive_points == 0) {
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
- } else {
- static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
- glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
- }
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
+ ERR_FAIL_COND(!state.canvas_instance_batches[state.current_batch_index].command);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- //copy the new data into the base of the batch
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
- state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
- state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
- state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
- state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
- }
- state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
- state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
- state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
-
- state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
- state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
- for (int i = 0; i < 6; i++) {
- state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
- }
+ // Used by Polygon and Mesh.
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
+
+ _bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
- r_index = 0;
+ // 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);
+ glBindVertexArray(0);
+
+ } break;
+
+ case Item::Command::TYPE_POLYGON: {
+ const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(state.canvas_instance_batches[p_index].command);
+
+ PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
+ ERR_FAIL_COND(!pb);
+
+ glBindVertexArray(pb->vertex_array);
+
+ 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);
+ } else {
+ glDrawArrays(prim[polygon->primitive], 0, pb->count);
+ }
+ 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.
+ glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
+ }
+ } break;
+
+ case Item::Command::TYPE_PRIMITIVE: {
+ glBindVertexArray(data.canvas_quad_array);
+ 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) {
+ 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;
+
+ case Item::Command::TYPE_MESH:
+ case Item::Command::TYPE_MULTIMESH:
+ case Item::Command::TYPE_PARTICLES: {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ RID mesh;
+ RID mesh_instance;
+ uint32_t instance_count = 1;
+ GLuint instance_buffer = 0;
+ uint32_t instance_stride = 0;
+ uint32_t instance_color_offset = 0;
+ bool instance_uses_color = false;
+ bool instance_uses_custom_data = false;
+
+ if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
+ mesh = m->mesh;
+ mesh_instance = m->mesh_instance;
+
+ } else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
+ const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
+ RID multimesh = mm->multimesh;
+ mesh = mesh_storage->multimesh_get_mesh(multimesh);
+
+ if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
+ break;
+ }
+
+ instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
+
+ if (instance_count == 0) {
+ break;
+ }
+
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ instance_stride = mesh_storage->multimesh_get_stride(multimesh);
+ instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+
+ } else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
+ RID particles = pt->particles;
+ mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
+
+ ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(particles);
+
+ if (particles_storage->particles_is_inactive(particles)) {
+ break;
+ }
+
+ RenderingServerDefault::redraw_request(); // Active particles means redraw request.
+
+ int dpc = particles_storage->particles_get_draw_passes(particles);
+ if (dpc == 0) {
+ break; // Nothing to draw.
+ }
+
+ instance_count = particles_storage->particles_get_amount(particles);
+ instance_buffer = particles_storage->particles_get_gl_buffer(particles);
+ instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
+ instance_color_offset = 8; // 8 bytes for instance transform.
+ instance_uses_color = true;
+ instance_uses_custom_data = true;
+ }
+
+ ERR_FAIL_COND(mesh.is_null());
+
+ uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
+
+ for (uint32_t j = 0; j < surf_count; j++) {
+ void *surface = mesh_storage->mesh_get_surface(mesh, j);
+
+ RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
+
+ GLuint vertex_array_gl = 0;
+ GLuint index_array_gl = 0;
+
+ uint32_t input_mask = 0; // 2D meshes always use the same vertex format
+ if (mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
+ } else {
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
+ }
+
+ index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
+ bool use_index_buffer = false;
+ glBindVertexArray(vertex_array_gl);
+ if (index_array_gl != 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
+ use_index_buffer = true;
+ }
+
+ if (instance_count > 1) {
+ if (instance_buffer == 0) {
+ break;
+ }
+ // Bind instance buffers.
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribDivisor(1, 1);
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribDivisor(2, 1);
+
+ if (instance_uses_color || instance_uses_custom_data) {
+ glEnableVertexAttribArray(5);
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
+ glVertexAttribDivisor(5, 1);
+ }
+ }
+
+ 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);
+ }
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ if (instance_count > 1) {
+ glDisableVertexAttribArray(5);
+ glDisableVertexAttribArray(6);
+ glDisableVertexAttribArray(7);
+ glDisableVertexAttribArray(8);
+ }
+ }
+
+ } break;
+ case Item::Command::TYPE_TRANSFORM:
+ case Item::Command::TYPE_CLIP_IGNORE:
+ case Item::Command::TYPE_ANIMATION_SLICE: {
+ // Can ignore these as they only impact batch creation.
+ } break;
}
}
-void RasterizerCanvasGLES3::_bind_instance_data_buffer(uint32_t p_max_index) {
- if (p_max_index == 0) {
+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 the previous operation is not done yet, allocate a new buffer
- if (state.fences[state.current_buffer] != GLsync()) {
- GLint syncStatus;
- glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
- if (syncStatus == GL_UNSIGNALED) {
- _allocate_instance_data_buffer();
+
+ 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++;
+}
+
+void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
+ if (state.canvas_instance_batches.size() == 0) {
+ state.canvas_instance_batches.push_back(Batch());
+ return;
+ }
+
+ if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
+ return;
+ }
+
+ r_batch_broken = true;
+
+ // 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);
+
+ 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 {
- glDeleteSync(state.fences[state.current_buffer]);
+ 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);
}
-
- glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
-#ifdef WEB_ENABLED
- //WebGL 2.0 does not support mapping buffers, so use slow glBufferSubData instead
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, state.instance_data_array);
-#else
- void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * p_max_index);
- glUnmapBuffer(GL_UNIFORM_BUFFER);
-#endif
}
RID RasterizerCanvasGLES3::light_create() {
- return RID();
+ CanvasLight canvas_light;
+ return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+ if (cl->texture == p_texture) {
+ return;
+ }
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_remove_from_texture_atlas(cl->texture);
+ }
+ cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_add_to_texture_atlas(cl->texture);
+ }
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+
+ cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(p_far, p_far, p_far, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ for (int i = 0; i < 4; i++) {
+ glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+
+ Projection projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+
+ static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = p_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.columns[1].normalized();
+
+ Vector2 center = p_clip_rect.get_center();
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.orthogonal();
+
+ to_light_xform.invert();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ Projection projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+
+ Transform2D to_shadow;
+ to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.columns[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+}
+
+void RasterizerCanvasGLES3::_update_shadow_atlas() {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ if (state.shadow_fb == 0) {
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &state.shadow_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+
+ glGenRenderbuffers(1, &state.shadow_depth_buffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
+
+ glGenTextures(1, &state.shadow_texture);
+ glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ Transform2D to_sdf;
+ to_sdf.columns[0] *= rect.size.width;
+ to_sdf.columns[1] *= rect.size.height;
+ to_sdf.columns[2] = rect.position;
+
+ Transform2D to_clip;
+ to_clip.columns[0] *= 2.0;
+ to_clip.columns[1] *= 2.0;
+ to_clip.columns[2] = -Vector2(1.0, 1.0);
+
+ to_clip = to_clip * to_sdf.affine_inverse();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, rect.size.width, rect.size.height);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!oc || oc->sdf_vertex_array == 0) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_clip * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ glBindVertexArray(oc->sdf_vertex_array);
+ glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
+
+ instance = instance->next;
+ }
+
+ texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
- return RID();
+ OccluderPolygon occluder;
+
+ return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+
+ Vector<Vector2> lines;
+
+ if (p_points.size()) {
+ int lc = p_points.size() * 2;
+
+ lines.resize(lc - (p_closed ? 0 : 2));
+ {
+ Vector2 *w = lines.ptrw();
+ const Vector2 *r = p_points.ptr();
+
+ int max = lc / 2;
+ if (!p_closed) {
+ max--;
+ }
+ for (int i = 0; i < max; i++) {
+ Vector2 a = r[i];
+ Vector2 b = r[(i + 1) % (lc / 2)];
+ w[i * 2 + 0] = a;
+ w[i * 2 + 1] = b;
+ }
+ }
+ }
+
+ if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->vertex_array);
+ glDeleteBuffers(1, &oc->vertex_buffer);
+ glDeleteBuffers(1, &oc->index_buffer);
+
+ oc->vertex_array = 0;
+ oc->vertex_buffer = 0;
+ oc->index_buffer = 0;
+ }
+
+ if (lines.size()) {
+ Vector<uint8_t> geometry;
+ Vector<uint8_t> indices;
+ int lc = lines.size();
+
+ geometry.resize(lc * 6 * sizeof(float));
+ indices.resize(lc * 3 * sizeof(uint16_t));
+
+ {
+ uint8_t *vw = geometry.ptrw();
+ float *vwptr = reinterpret_cast<float *>(vw);
+ uint8_t *iw = indices.ptrw();
+ uint16_t *iwptr = (uint16_t *)iw;
+
+ const Vector2 *lr = lines.ptr();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+ vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 2] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 5] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 8] = -POLY_HEIGHT;
+
+ vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 11] = -POLY_HEIGHT;
+
+ iwptr[i * 6 + 0] = i * 4 + 0;
+ iwptr[i * 6 + 1] = i * 4 + 1;
+ iwptr[i * 6 + 2] = i * 4 + 2;
+
+ iwptr[i * 6 + 3] = i * 4 + 2;
+ iwptr[i * 6 + 4] = i * 4 + 3;
+ iwptr[i * 6 + 5] = i * 4 + 0;
+ }
+ }
+
+ if (oc->vertex_array == 0) {
+ oc->line_point_count = lc;
+ glGenVertexArrays(1, &oc->vertex_array);
+ glBindVertexArray(oc->vertex_array);
+ glGenBuffers(1, &oc->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindVertexArray(oc->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ }
+ }
+
+ // sdf
+
+ Vector<int> sdf_indices;
+
+ if (p_points.size()) {
+ if (p_closed) {
+ sdf_indices = Geometry2D::triangulate_polygon(p_points);
+ oc->sdf_is_lines = false;
+ } else {
+ int max = p_points.size();
+ sdf_indices.resize(max * 2);
+
+ int *iw = sdf_indices.ptrw();
+ for (int i = 0; i < max; i++) {
+ iw[i * 2 + 0] = i;
+ iw[i * 2 + 1] = (i + 1) % max;
+ }
+ oc->sdf_is_lines = true;
+ }
+ }
+
+ if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->sdf_vertex_array);
+ glDeleteBuffers(1, &oc->sdf_vertex_buffer);
+ glDeleteBuffers(1, &oc->sdf_index_buffer);
+
+ oc->sdf_vertex_array = 0;
+ oc->sdf_vertex_buffer = 0;
+ oc->sdf_index_buffer = 0;
+
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ }
+
+ if (sdf_indices.size()) {
+ if (oc->sdf_vertex_array == 0) {
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ glGenVertexArrays(1, &oc->sdf_vertex_array);
+ glBindVertexArray(oc->sdf_vertex_array);
+ glGenBuffers(1, &oc->sdf_vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->sdf_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+ oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+
+ if (p_size > config->max_texture_size) {
+ p_size = config->max_texture_size;
+ WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
+ }
+
+ state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
+ if (canvas_light_owner.owns(p_rid)) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!cl, false);
+ canvas_light_owner.free(p_rid);
+ } else if (occluder_polygon_owner.owns(p_rid)) {
+ occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
+ occluder_polygon_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
return true;
}
@@ -1100,12 +2017,12 @@ void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backb
glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
}
- if (render_target->is_transparent) {
+ if (render_target->is_transparent || p_to_backbuffer) {
state.transparent_render_target = true;
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
state.transparent_render_target = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
if (render_target && render_target->clear_requested) {
@@ -1121,30 +2038,28 @@ void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backb
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
}
-void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index) {
+void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
if (p_texture == RID()) {
- p_texture = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
+ p_texture = default_canvas_texture;
}
- if (state.current_tex == p_texture) {
- return; //nothing to do, its the same
+ if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
+ return;
}
+
state.current_tex = p_texture;
+ state.current_filter_mode = p_base_filter;
+ state.current_repeat_mode = p_base_repeat;
GLES3::CanvasTexture *ct = nullptr;
GLES3::Texture *t = texture_storage->get_texture(p_texture);
if (t) {
- //regular texture
- if (!t->canvas_texture) {
- t->canvas_texture = memnew(GLES3::CanvasTexture);
- t->canvas_texture->diffuse = p_texture;
- }
-
+ ERR_FAIL_COND(!t->canvas_texture);
ct = t->canvas_texture;
} else {
ct = texture_storage->get_canvas_texture(p_texture);
@@ -1152,7 +2067,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
if (!ct) {
// Invalid Texture RID.
- _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index);
+ _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat);
return;
}
@@ -1165,20 +2080,12 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
if (!texture) {
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- GLES3::Texture *tex = texture_storage->get_texture(state.current_tex);
- state.current_tex_ptr = tex;
- ct->size_cache = Size2i(tex->width, tex->height);
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
- ct->size_cache = Size2i(texture->width, texture->height);
-
texture->gl_set_filter(filter);
texture->gl_set_repeat(repeat);
}
@@ -1186,45 +2093,78 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (!normal_map) {
- state.current_normal = RID();
- ct->use_normal_cache = false;
- glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
-
} else {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
- state.current_normal = ct->normal_map;
- ct->use_normal_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
+ normal_map->gl_set_filter(filter);
+ normal_map->gl_set_repeat(repeat);
}
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
if (!specular_map) {
- state.current_specular = RID();
- ct->use_specular_cache = false;
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
- state.current_specular = ct->specular;
- ct->use_specular_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
+ specular_map->gl_set_filter(filter);
+ specular_map->gl_set_repeat(repeat);
}
+}
+
+void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ if (p_texture == RID()) {
+ p_texture = default_canvas_texture;
+ }
+
+ GLES3::CanvasTexture *ct = nullptr;
+
+ GLES3::Texture *t = texture_storage->get_texture(p_texture);
- if (ct->use_specular_cache) {
+ if (t) {
+ //regular texture
+ if (!t->canvas_texture) {
+ t->canvas_texture = memnew(GLES3::CanvasTexture);
+ t->canvas_texture->diffuse = p_texture;
+ }
+
+ ct = t->canvas_texture;
+ } else {
+ ct = texture_storage->get_canvas_texture(p_texture);
+ }
+
+ if (!ct) {
+ // Invalid Texture RID.
+ _prepare_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_texpixel_size);
+ return;
+ }
+
+ GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
+ Size2i size_cache;
+ if (!texture) {
+ ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
+ GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
+ size_cache = Size2i(tex->width, tex->height);
+ } else {
+ size_cache = Size2i(texture->width, texture->height);
+ }
+
+ GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
+
+ if (ct->specular_color.a < 0.999) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (ct->use_normal_cache) {
+ if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1235,11 +2175,11 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
- state.current_pixel_size.x = 1.0 / float(ct->size_cache.x);
- state.current_pixel_size.y = 1.0 / float(ct->size_cache.y);
+ r_texpixel_size.x = 1.0 / float(size_cache.x);
+ r_texpixel_size.y = 1.0 / float(size_cache.y);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
}
void RasterizerCanvasGLES3::reset_canvas() {
@@ -1249,16 +2189,16 @@ void RasterizerCanvasGLES3::reset_canvas() {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
-void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
-}
-
-void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, Projection *p_xform_cache) {
-}
-
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
@@ -1289,7 +2229,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
@@ -1398,7 +2337,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
@@ -1431,20 +2369,53 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// Creates a new uniform buffer and uses it right away
// This expands the instance buffer continually
-// In theory allocations can reach as high as number_of_draw_calls * 3 frames
+// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ 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);
+ // 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);
+ // State 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.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
- state.fences.insert(state.current_buffer, GLsync());
+ DataBuffer db;
+ db.ubo = 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();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+// 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];
+ }
+ }
+ }
+}
+
void RasterizerCanvasGLES3::set_time(double p_time) {
state.time = p_time;
}
@@ -1457,9 +2428,11 @@ RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
singleton = this;
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
+ polygon_buffers.last_id = 1;
// quad buffer
{
glGenBuffers(1, &data.canvas_quad_vertices);
@@ -1583,39 +2556,79 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
- state.max_lights_per_render = 64;
- state.max_instances_per_batch = 128;
+ data.max_lights_per_render = 64;
+ data.max_instances_per_batch = 128;
} else {
- state.max_lights_per_render = 256;
- state.max_instances_per_batch = 512;
+ data.max_lights_per_render = 256;
+ data.max_instances_per_batch = 512;
}
- // Reserve 64 Uniform Buffers for instance data
- state.canvas_instance_data_buffers.resize(64);
- state.fences.resize(64);
- glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
- for (int i = 0; i < 64; i++) {
- state.fences[i] = GLsync();
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ // 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
+ state.canvas_instance_data_buffers.resize(3);
+ state.canvas_instance_batches.reserve(200);
+
+ for (int i = 0; i < 3; i++) {
+ 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);
+ // 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);
+ // State buffer.
+ 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.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_UNIFORM_BUFFER, 0);
- state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
+ state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ {
+ const uint32_t no_of_instances = data.max_instances_per_batch;
+
+ 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);
+ 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(state.max_instances_per_batch) + "\n";
- global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
+ 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);
- state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
+
+ shadow_render.shader.initialize();
+ shadow_render.shader_version = shadow_render.shader.version_create();
{
default_canvas_group_shader = material_storage->shader_allocate();
@@ -1642,18 +2655,42 @@ void fragment() {
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
- state.current_shader_version = state.canvas_shader_default_version;
+ {
+ default_clip_children_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_clip_children_shader);
+
+ material_storage->shader_set_code(default_clip_children_shader, R"(
+// Default clip children shader.
+
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ COLOR.rgb = c.rgb;
+}
+)");
+ default_clip_children_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_clip_children_material);
+
+ material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
+ }
+
+ default_canvas_texture = texture_storage->canvas_texture_allocate();
+ texture_storage->canvas_texture_initialize(default_canvas_texture);
+
state.time = 0.0;
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
-
- memdelete_arr(state.instance_data_array);
+ singleton = nullptr;
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version);
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
+ shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
+ material_storage->material_free(default_clip_children_material);
+ material_storage->shader_free(default_clip_children_shader);
singleton = nullptr;
glDeleteBuffers(1, &data.canvas_quad_vertices);
@@ -1661,6 +2698,19 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
+
+ GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
+ memdelete_arr(state.instance_data_array);
+ memdelete_arr(state.light_uniforms);
+
+ if (state.shadow_fb != 0) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ }
}
#endif // GLES3_ENABLED