diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 1994 |
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 *¤t_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 *¤t_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 |