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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp585
1 files changed, 359 insertions, 226 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index b05817cd8e..2a524e8c3a 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* rasterizer_canvas_gles3.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* rasterizer_canvas_gles3.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "rasterizer_canvas_gles3.h"
@@ -41,6 +41,7 @@
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
@@ -105,22 +106,26 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
// Clear out any state that may have been left from the 3D pass.
reset_canvas();
- if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
+ if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
GLint syncStatus;
- glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
- if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+ if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
- glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+ glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms
#endif
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+ glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
} else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that.
@@ -128,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
} else {
// Already finished all rendering commands, we can use it.
- state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
- glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
- state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+ glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
}
}
@@ -277,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (light_count > 0) {
- glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
#ifdef WEB_ENABLED
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
@@ -310,9 +315,14 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
+ // If we've overridden the render target's color texture, then we need
+ // to invert the Y axis, so 2D texture appear right side up.
+ // We're probably rendering directly to an XR device.
+ float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f;
+
Transform3D screen_transform;
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
@@ -354,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -383,11 +393,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
+ bool update_skeletons = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
- uint32_t starting_index = 0;
+ state.last_item_index = 0;
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
@@ -424,10 +435,30 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
+ if (ci->skeleton.is_valid()) {
+ const Item::Command *c = ci->commands;
+
+ while (c) {
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
+ if (cm->mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
+ mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
+ update_skeletons = true;
+ }
+ }
+ c = c->next;
+ }
+ }
+
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
// Canvas group begins here, render until before this item
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0;
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@@ -454,7 +485,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (ci == canvas_group_owner) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
@@ -467,9 +502,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (backbuffer_copy) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -491,7 +530,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
//then reset
item_count = 0;
}
@@ -503,14 +546,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
RenderingServerDefault::redraw_request();
}
- state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Clear out state used in 2D pass
reset_canvas();
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
+ state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
+ state.current_instance_buffer_index = 0;
}
-void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer) {
+void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
canvas_begin(p_to_render_target, p_to_backbuffer);
@@ -522,22 +566,22 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint32_t index = 0;
Item *current_clip = nullptr;
+ GLES3::CanvasShaderData *shader_data_cache = nullptr;
// Record Batches.
// First item always forms its own batch.
bool batch_broken = false;
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
// Override the start position and index as we want to start from where we finished off last time.
- state.canvas_instance_batches[state.current_batch_index].start = r_last_index * sizeof(InstanceData);
+ state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
index = 0;
- _align_instance_data_buffer(index);
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner;
}
@@ -549,17 +593,18 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
material = default_clip_children_material;
}
} else {
- if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
- material = default_clip_children_material;
- } else {
- material = default_canvas_group_material;
+ if (material.is_null()) {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
+ material = default_clip_children_material;
+ } else {
+ material = default_canvas_group_material;
+ }
}
}
}
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
if (material != state.canvas_instance_batches[state.current_batch_index].material) {
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
@@ -578,7 +623,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+ _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken, r_sdf_used);
}
if (index == 0) {
@@ -589,14 +634,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
// Copy over all data needed for rendering.
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
#ifdef WEB_ENABLED
- glBufferSubData(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
+ glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
#else
// On Desktop and mobile we map the memory without synchronizing for maximum speed.
- void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- memcpy(ubo, state.instance_data_array, index * sizeof(InstanceData));
- glUnmapBuffer(GL_UNIFORM_BUFFER);
+ void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
+ glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
glDisable(GL_SCISSOR_TEST);
@@ -623,7 +668,20 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
- _bind_material(material_data, variant, specialization);
+ RID shader_version = data.canvas_shader_default_version;
+
+ if (material_data) {
+ if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ // Bind uniform buffer and textures
+ material_data->bind_uniforms();
+ shader_version = material_data->shader_data->version;
+ }
+ }
+
+ bool success = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -704,14 +762,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
- r_last_index += index;
+ state.last_item_index += index;
}
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
}
@@ -719,7 +777,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
}
@@ -750,7 +808,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
light_count++;
- if (light_count == data.max_lights_per_item) {
+ if (light_count == data.max_lights_per_item - 1) {
break;
}
}
@@ -763,7 +821,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool lights_disabled = light_count == 0 && !state.using_directional_lights;
if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
}
@@ -800,18 +858,19 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- Color blend_color;
+ Color blend_color = base_color;
+ GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
if (c->type == Item::Command::TYPE_RECT) {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_LCD) {
- p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
+ blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
blend_color = rect->modulate * base_color;
}
}
- if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
- _new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
+ if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
@@ -820,12 +879,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -852,14 +911,16 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
+ state.instance_data_array[r_index].flags |= FLAGS_FLIP_H;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
+ state.instance_data_array[r_index].flags |= FLAGS_FLIP_V;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
+ state.instance_data_array[r_index].flags |= FLAGS_TRANSPOSE_RECT;
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
@@ -913,7 +974,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -978,7 +1039,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
// Polygon's can't be batched, so always create a new batch
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
@@ -1005,14 +1066,16 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
- _new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].tex = RID();
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = 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;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
@@ -1028,10 +1091,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
if (primitive->point_count == 4) {
// Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
-
- state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+ _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
for (uint32_t j = 0; j < 3; j++) {
int offset = j == 0 ? 0 : 1;
@@ -1053,7 +1113,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
// Mesh's can't be batched, so always create a new batch
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
Color modulate(1, 1, 1, 1);
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
@@ -1062,15 +1122,48 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
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);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
- uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
- if (instance_count > 1) {
- state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
+ if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
+ }
+ if (GLES3::MeshStorage::get_singleton()->multimesh_uses_custom_data(mm->multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
}
} else if (c->type == Item::Command::TYPE_PARTICLES) {
- WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
+ 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;
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+
+ if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
+ // Pass collision information.
+ Transform2D xform = p_item->final_transform;
+
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
+
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ 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;
+ }
+
+ 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);
+ }
+ r_sdf_used |= particles_storage->particles_has_collision(particles);
}
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -1100,7 +1193,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
if (current_clip) {
if (ci->ignore != reclip) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
if (ci->ignore) {
state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true;
@@ -1140,26 +1233,15 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
_bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
- // Bind the region of the UBO used by this batch.
- // If region exceeds the boundary of the UBO, just ignore.
- uint32_t range_bytes = data.max_instances_per_batch * sizeof(InstanceData);
- if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - 1) * sizeof(InstanceData)) {
- return;
- } else if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - data.max_instances_per_batch) * sizeof(InstanceData)) {
- // If we have less than a full batch at the end, we can just draw it anyway.
- // OpenGL will complain about the UBO being smaller than expected, but it should render fine.
- range_bytes = (data.max_instances_per_ubo - 1) * sizeof(InstanceData) - state.canvas_instance_batches[p_index].start;
- }
-
- uint32_t range_start = state.canvas_instance_batches[p_index].start;
- glBindBufferRange(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].ubo, range_start, range_bytes);
-
switch (state.canvas_instance_batches[p_index].command_type) {
case Item::Command::TYPE_RECT:
case Item::Command::TYPE_NINEPATCH: {
glBindVertexArray(data.indexed_quad_array);
- glDrawElements(GL_TRIANGLES, state.canvas_instance_batches[p_index].instance_count * 6, GL_UNSIGNED_INT, 0);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false);
+
+ glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, state.canvas_instance_batches[p_index].instance_count);
glBindVertexArray(0);
} break;
@@ -1171,18 +1253,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
ERR_FAIL_COND(!pb);
glBindVertexArray(pb->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
}
if (pb->index_buffer != 0) {
- glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
+ glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1);
} else {
- glDrawArrays(prim[polygon->primitive], 0, pb->count);
+ glDrawArraysInstanced(prim[polygon->primitive], 0, pb->count, 1);
}
glBindVertexArray(0);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
// Reset so this doesn't pollute other draw calls.
@@ -1192,14 +1277,16 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_PRIMITIVE: {
glBindVertexArray(data.canvas_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, true);
+
const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
int instance_count = state.canvas_instance_batches[p_index].instance_count;
- if (instance_count > 1) {
+ ERR_FAIL_COND(instance_count <= 0);
+ if (instance_count >= 1) {
glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
- } else {
- glDrawArrays(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points);
}
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
} break;
@@ -1207,20 +1294,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
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;
- RID texture;
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;
+ 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;
@@ -1236,13 +1324,37 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
break;
}
- 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);
+ 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) {
- // Do nothing for now.
+ 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());
@@ -1268,43 +1380,44 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
bool use_index_buffer = false;
glBindVertexArray(vertex_array_gl);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false, instance_count);
+
if (index_array_gl != 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
use_index_buffer = true;
}
if (instance_count > 1) {
+ if (instance_buffer == 0) {
+ break;
+ }
// Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ 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, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
+ if (instance_uses_color || instance_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)));
+ 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);
- }
- }
+ if (use_index_buffer) {
+ glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
+ } else {
+ glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (instance_count > 1) {
glDisableVertexAttribArray(5);
@@ -1324,20 +1437,30 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
- if (r_index >= data.max_instances_per_ubo - 1) {
- ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
- return;
- }
-
- if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
- _new_batch(r_batch_broken, r_index);
- }
-
state.canvas_instance_batches[state.current_batch_index].instance_count++;
r_index++;
+ if (r_index >= data.max_instances_per_buffer) {
+ // Copy over all data needed for rendering right away
+ // then go back to recording item commands.
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+ _allocate_instance_buffer();
+ r_index = 0;
+ state.last_item_index = 0;
+ r_batch_broken = false; // Force a new batch to be created
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].start = 0;
+ }
}
-void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
+void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch());
return;
@@ -1352,27 +1475,25 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
// Copy the properties of the current batch, we will manually update the things that changed.
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
new_batch.instance_count = 0;
- new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count * sizeof(InstanceData);
-
+ new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
+ new_batch.instance_buffer_index = state.current_instance_buffer_index;
state.current_batch_index++;
state.canvas_instance_batches.push_back(new_batch);
- _align_instance_data_buffer(r_index);
}
-void 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();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
- }
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
+ uint32_t split = p_primitive ? 11 : 12;
+ for (uint32_t i = 6; i < split; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+ glVertexAttribDivisor(i, p_rate);
+ }
+ for (uint32_t i = split; i <= 13; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+ glVertexAttribDivisor(i, p_rate);
}
}
-
RID RasterizerCanvasGLES3::light_create() {
CanvasLight canvas_light;
return canvas_light_owner.make_rid(canvas_light);
@@ -1386,6 +1507,9 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
if (cl->texture == p_texture) {
return;
}
+
+ ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
+
if (cl->texture.is_valid()) {
texture_storage->texture_remove_from_texture_atlas(cl->texture);
}
@@ -1433,7 +1557,10 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ 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);
@@ -1551,7 +1678,10 @@ void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_sha
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ 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);
@@ -1683,7 +1813,10 @@ void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstanc
glClear(GL_COLOR_BUFFER_BIT);
CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ 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);
@@ -1988,6 +2121,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
if (t) {
ERR_FAIL_COND(!t->canvas_texture);
ct = t->canvas_texture;
+ if (t->render_target) {
+ t->render_target->used_in_frame = true;
+ }
} else {
ct = texture_storage->get_canvas_texture(p_texture);
}
@@ -2015,6 +2151,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
texture->gl_set_filter(filter);
texture->gl_set_repeat(repeat);
+ if (texture->render_target) {
+ texture->render_target->used_in_frame = true;
+ }
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
@@ -2028,6 +2167,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
normal_map->gl_set_filter(filter);
normal_map->gl_set_repeat(repeat);
+ if (normal_map->render_target) {
+ normal_map->render_target->used_in_frame = true;
+ }
}
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
@@ -2041,6 +2183,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
specular_map->gl_set_filter(filter);
specular_map->gl_set_repeat(repeat);
+ if (specular_map->render_target) {
+ specular_map->render_target->used_in_frame = true;
+ }
}
}
@@ -2114,6 +2259,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
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);
@@ -2302,8 +2448,8 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
@@ -2311,36 +2457,34 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- state.current_buffer = (state.current_buffer + 1);
+ state.current_data_buffer_index = (state.current_data_buffer_index + 1);
DataBuffer db;
- db.ubo = new_buffers[0];
+ db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
- state.canvas_instance_data_buffers.insert(state.current_buffer, db);
- state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
+ state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
+ state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+void RasterizerCanvasGLES3::_allocate_instance_buffer() {
+ state.current_instance_buffer_index++;
-// Batch start positions need to be aligned to the device's GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
-// This needs to be called anytime a new batch is created.
-void RasterizerCanvasGLES3::_align_instance_data_buffer(uint32_t &r_index) {
- if (GLES3::Config::get_singleton()->uniform_buffer_offset_alignment > int(sizeof(InstanceData))) {
- uint32_t offset = state.canvas_instance_batches[state.current_batch_index].start % GLES3::Config::get_singleton()->uniform_buffer_offset_alignment;
- if (offset > 0) {
- // uniform_buffer_offset_alignment can be 4, 16, 32, or 256. Our instance batches are 128 bytes.
- // Accordingly, this branch is only triggered if we are 128 bytes off.
- uint32_t offset_bytes = GLES3::Config::get_singleton()->uniform_buffer_offset_alignment - offset;
- state.canvas_instance_batches[state.current_batch_index].start += offset_bytes;
- // Offset the instance array so it stays in sync with batch start points.
- // This creates gaps in the instance buffer with wasted space, but we can't help it.
- r_index += offset_bytes / sizeof(InstanceData);
- if (r_index > 0) {
- // In this case we need to copy over the basic data.
- state.instance_data_array[r_index] = state.instance_data_array[r_index - 1];
- }
- }
+ if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
+ // We already allocated another buffer in a previous frame, so we can just use it.
+ return;
}
+
+ GLuint new_buffer;
+ glGenBuffers(1, &new_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::set_time(double p_time) {
@@ -2484,15 +2628,13 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
data.max_lights_per_render = 64;
- data.max_instances_per_batch = 128;
} else {
data.max_lights_per_render = 256;
- data.max_instances_per_batch = 512;
}
// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
- data.max_instances_per_ubo = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
- data.max_instance_buffer_size = data.max_instances_per_ubo * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
+ data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
+ data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
state.canvas_instance_data_buffers.resize(3);
state.canvas_instance_batches.reserve(200);
@@ -2500,8 +2642,8 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
@@ -2509,51 +2651,36 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffers[0];
+ db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
}
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer);
state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
- const uint32_t no_of_instances = data.max_instances_per_batch;
-
+ const uint32_t indices[6] = { 0, 2, 1, 3, 2, 0 };
glGenVertexArrays(1, &data.indexed_quad_array);
glBindVertexArray(data.indexed_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
-
- const uint32_t num_indices = 6;
- const uint32_t quad_indices[num_indices] = { 0, 2, 1, 3, 2, 0 };
-
- const uint32_t total_indices = no_of_instances * num_indices;
- uint32_t *indices = new uint32_t[total_indices];
- for (uint32_t i = 0; i < total_indices; i++) {
- uint32_t quad = i / num_indices;
- uint32_t quad_local = i % num_indices;
- indices[i] = quad_indices[quad_local] + quad * num_indices;
- }
-
glGenBuffers(1, &data.indexed_quad_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * total_indices, indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 6, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
- delete[] indices;
}
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
- global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
shadow_render.shader.initialize();
shadow_render.shader_version = shadow_render.shader.version_create();
@@ -2566,9 +2693,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
// Default CanvasGroup shader.
shader_type canvas_item;
+render_mode unshaded;
+
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
if (c.a > 0.0001) {
c.rgb /= c.a;
@@ -2591,9 +2721,12 @@ void fragment() {
// Default clip children shader.
shader_type canvas_item;
+render_mode unshaded;
+
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
COLOR.rgb = c.rgb;
}
)");