diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 167 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 15 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 10 | ||||
-rw-r--r-- | drivers/gles3/shaders/skeleton.glsl | 17 | ||||
-rw-r--r-- | drivers/gles3/storage/config.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/storage/config.h | 3 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 13 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 25 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.h | 2 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.cpp | 44 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.h | 30 | ||||
-rw-r--r-- | drivers/gles3/storage/utilities.cpp | 3 |
14 files changed, 257 insertions, 80 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 89b1c1889e..7f381b3f3e 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -113,16 +113,19 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ // Clear out any state that may have been left from the 3D pass. reset_canvas(); - if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) { + if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) { GLint syncStatus; - glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); + glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus); if (syncStatus == GL_UNSIGNALED) { // If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway. - if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { + if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { #ifndef WEB_ENABLED // On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting. - glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms + glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms #endif + state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number(); + glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence); + state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync(); } else { // Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use // Allocate a new buffer and use that. @@ -130,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } } else { // Already finished all rendering commands, we can use it. - state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number(); - glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence); - state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync(); + state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number(); + glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence); + state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync(); } } @@ -279,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } if (light_count > 0) { - glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo); + glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo); #ifdef WEB_ENABLED glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms); @@ -361,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); - glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo); + glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer(); @@ -395,7 +398,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ Item *ci = p_item_list; Item *canvas_group_owner = nullptr; - uint32_t starting_index = 0; + state.last_item_index = 0; while (ci) { if (ci->copy_back_buffer && canvas_group_owner == nullptr) { @@ -440,6 +443,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c); if (cm->mesh_instance.is_valid()) { mesh_storage->mesh_instance_check_for_update(cm->mesh_instance); + mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform); update_skeletons = true; } } @@ -454,7 +458,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ update_skeletons = false; } // Canvas group begins here, render until before this item - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); item_count = 0; if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) { @@ -485,7 +489,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ mesh_storage->update_mesh_instances(); update_skeletons = false; } - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true); + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true); item_count = 0; if (ci->canvas_group->blur_mipmaps) { @@ -504,7 +508,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } //render anything pending, including clearing if no items - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); item_count = 0; texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps); @@ -530,7 +534,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ mesh_storage->update_mesh_instances(); update_skeletons = false; } - _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used); + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); //then reset item_count = 0; } @@ -542,14 +546,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ RenderingServerDefault::redraw_request(); } - state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); + state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); // Clear out state used in 2D pass reset_canvas(); - state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size(); + state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size(); + state.current_instance_buffer_index = 0; } -void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer) { +void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); canvas_begin(p_to_render_target, p_to_backbuffer); @@ -565,17 +570,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou // Record Batches. // First item always forms its own batch. bool batch_broken = false; - _new_batch(batch_broken, index); + _new_batch(batch_broken); // Override the start position and index as we want to start from where we finished off last time. - state.canvas_instance_batches[state.current_batch_index].start = r_last_index; + state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index; index = 0; for (int i = 0; i < p_item_count; i++) { Item *ci = items[i]; if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) { - _new_batch(batch_broken, index); + _new_batch(batch_broken); state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner; current_clip = ci->final_clip_owner; } @@ -599,7 +604,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou GLES3::CanvasShaderData *shader_data_cache = nullptr; if (material != state.canvas_instance_batches[state.current_batch_index].material) { - _new_batch(batch_broken, index); + _new_batch(batch_broken); GLES3::CanvasMaterialData *material_data = nullptr; if (material.is_valid()) { @@ -629,12 +634,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou } // Copy over all data needed for rendering. - glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]); #ifdef WEB_ENABLED - glBufferSubData(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array); + glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array); #else // On Desktop and mobile we map the memory without synchronizing for maximum speed. - void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); + void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData)); glUnmapBuffer(GL_ARRAY_BUFFER); #endif @@ -757,14 +762,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou state.current_batch_index = 0; state.canvas_instance_batches.clear(); - r_last_index += index; + state.last_item_index += index; } void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) { RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter; if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].filter = texture_filter; } @@ -772,7 +777,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat; if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat; } @@ -816,7 +821,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend bool lights_disabled = light_count == 0 && !state.using_directional_lights; if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled; } @@ -853,18 +858,19 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config - Color blend_color; + Color blend_color = base_color; + GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode; if (c->type == Item::Command::TYPE_RECT) { const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c); if (rect->flags & CANVAS_RECT_LCD) { - p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD; + blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD; blend_color = rect->modulate * base_color; } } - if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) { - _new_batch(r_batch_broken, r_index); - state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode; + if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) { + _new_batch(r_batch_broken); + state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode; state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color; } @@ -873,12 +879,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c); if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED; } if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].tex = rect->texture; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT; state.canvas_instance_batches[state.current_batch_index].command = c; @@ -968,7 +974,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c); if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].tex = np->texture; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH; state.canvas_instance_batches[state.current_batch_index].command = c; @@ -1033,7 +1039,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c); // Polygon's can't be batched, so always create a new batch - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON; @@ -1060,7 +1066,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture; state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE; @@ -1085,10 +1091,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend if (primitive->point_count == 4) { // Reset base data. _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world); - state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0; - state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0; - - state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config + _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); for (uint32_t j = 0; j < 3; j++) { int offset = j == 0 ? 0 : 1; @@ -1110,7 +1113,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend case Item::Command::TYPE_MULTIMESH: case Item::Command::TYPE_PARTICLES: { // Mesh's can't be batched, so always create a new batch - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); Color modulate(1, 1, 1, 1); state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES; @@ -1182,7 +1185,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c); if (current_clip) { if (ci->ignore != reclip) { - _new_batch(r_batch_broken, r_index); + _new_batch(r_batch_broken); if (ci->ignore) { state.canvas_instance_batches[state.current_batch_index].clip = nullptr; reclip = true; @@ -1226,7 +1229,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { case Item::Command::TYPE_RECT: case Item::Command::TYPE_NINEPATCH: { glBindVertexArray(data.indexed_quad_array); - glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData); _enable_attributes(range_start, false); @@ -1242,7 +1245,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { ERR_FAIL_COND(!pb); glBindVertexArray(pb->vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData); _enable_attributes(range_start, false); @@ -1266,7 +1269,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { case Item::Command::TYPE_PRIMITIVE: { glBindVertexArray(data.canvas_quad_array); - glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData); _enable_attributes(range_start, true); @@ -1369,7 +1372,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0); bool use_index_buffer = false; glBindVertexArray(vertex_array_gl); - glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]); uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData); _enable_attributes(range_start, false, instance_count); @@ -1426,20 +1429,30 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) { } void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) { - if (r_index >= data.max_instances_per_buffer - 1) { - ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'"); - return; - } - - if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) { - _new_batch(r_batch_broken, r_index); - } - state.canvas_instance_batches[state.current_batch_index].instance_count++; r_index++; + if (r_index >= data.max_instances_per_buffer) { + // Copy over all data needed for rendering right away + // then go back to recording item commands. + glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]); +#ifdef WEB_ENABLED + glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array); +#else + // On Desktop and mobile we map the memory without synchronizing for maximum speed. + void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); + memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData)); + glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + _allocate_instance_buffer(); + r_index = 0; + state.last_item_index = 0; + r_batch_broken = false; // Force a new batch to be created + _new_batch(r_batch_broken); + state.canvas_instance_batches[state.current_batch_index].start = 0; + } } -void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) { +void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) { if (state.canvas_instance_batches.size() == 0) { state.canvas_instance_batches.push_back(Batch()); return; @@ -1455,7 +1468,7 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) Batch new_batch = state.canvas_instance_batches[state.current_batch_index]; new_batch.instance_count = 0; new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count; - + new_batch.instance_buffer_index = state.current_instance_buffer_index; state.current_batch_index++; state.canvas_instance_batches.push_back(new_batch); } @@ -1486,6 +1499,9 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) { if (cl->texture == p_texture) { return; } + + ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture)); + if (cl->texture.is_valid()) { texture_storage->texture_remove_from_texture_atlas(cl->texture); } @@ -2432,17 +2448,35 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() { glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); - state.current_buffer = (state.current_buffer + 1); + state.current_data_buffer_index = (state.current_data_buffer_index + 1); DataBuffer db; - db.buffer = new_buffers[0]; + db.instance_buffers.push_back(new_buffers[0]); db.light_ubo = new_buffers[1]; db.state_ubo = new_buffers[2]; db.last_frame_used = RSG::rasterizer->get_frame_number(); - state.canvas_instance_data_buffers.insert(state.current_buffer, db); - state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size(); + state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db); + state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size(); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0); } +void RasterizerCanvasGLES3::_allocate_instance_buffer() { + state.current_instance_buffer_index++; + + if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) { + // We already allocated another buffer in a previous frame, so we can just use it. + return; + } + + GLuint new_buffer; + glGenBuffers(1, &new_buffer); + + glBindBuffer(GL_ARRAY_BUFFER, new_buffer); + glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW); + + state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer); + + glBindBuffer(GL_ARRAY_BUFFER, 0); +} void RasterizerCanvasGLES3::set_time(double p_time) { state.time = p_time; @@ -2585,14 +2619,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { int uniform_max_size = config->max_uniform_buffer_size; if (uniform_max_size < 65536) { data.max_lights_per_render = 64; - data.max_instances_per_batch = 128; } else { data.max_lights_per_render = 256; - data.max_instances_per_batch = 2048; } // Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2 - data.max_instances_per_buffer = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"))); + data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")); data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb state.canvas_instance_data_buffers.resize(3); state.canvas_instance_batches.reserve(200); @@ -2610,7 +2642,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW); DataBuffer db; - db.buffer = new_buffers[0]; + db.instance_buffers.push_back(new_buffers[0]); db.light_ubo = new_buffers[1]; db.state_ubo = new_buffers[2]; db.last_frame_used = 0; @@ -2637,7 +2669,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { String global_defines; global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n"; - global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n"; GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1); data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 916e12057c..1c14d0b466 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -247,7 +247,6 @@ public: uint32_t max_lights_per_render = 256; uint32_t max_lights_per_item = 16; - uint32_t max_instances_per_batch = 512; uint32_t max_instances_per_buffer = 16384; uint32_t max_instance_buffer_size = 16384 * 128; } data; @@ -256,6 +255,7 @@ public: // Position in the UBO measured in bytes uint32_t start = 0; uint32_t instance_count = 0; + uint32_t instance_buffer_index = 0; RID tex; RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; @@ -281,7 +281,7 @@ public: // We track them and ensure that they don't get reused until at least 2 frames have passed // to avoid the GPU stalling to wait for a resource to become available. struct DataBuffer { - GLuint buffer = 0; + Vector<GLuint> instance_buffers; GLuint light_ubo = 0; GLuint state_ubo = 0; uint64_t last_frame_used = -3; @@ -291,9 +291,10 @@ public: struct State { LocalVector<DataBuffer> canvas_instance_data_buffers; LocalVector<Batch> canvas_instance_batches; - uint32_t current_buffer = 0; - uint32_t current_buffer_index = 0; + uint32_t current_data_buffer_index = 0; + uint32_t current_instance_buffer_index = 0; uint32_t current_batch_index = 0; + uint32_t last_item_index = 0; InstanceData *instance_data_array = nullptr; @@ -354,14 +355,14 @@ public: void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size); void 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) override; - void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer = false); + void _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 = false); void _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_break_batch, bool &r_sdf_used); void _render_batch(Light *p_lights, uint32_t p_index); bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization); - void _new_batch(bool &r_batch_broken, uint32_t &r_index); + void _new_batch(bool &r_batch_broken); void _add_to_batch(uint32_t &r_index, bool &r_batch_broken); void _allocate_instance_data_buffer(); - void _align_instance_data_buffer(uint32_t &r_index); + void _allocate_instance_buffer(); void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1); void set_time(double p_time); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 9547435607..949f2953d3 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -145,6 +145,7 @@ void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::Dep case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata)->data->dirty_dependencies = true; } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata); @@ -160,6 +161,7 @@ void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::Dep void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata)->data->dirty_dependencies = true; } void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 71caf3b8e3..10f42bf22b 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -192,7 +192,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant builder.append("#define ViewIndex gl_ViewID_OVR\n"); builder.append("#define MAX_VIEWS 2\n"); builder.append("#else\n"); - builder.append("#define ViewIndex 0\n"); + builder.append("#define ViewIndex uint(0)\n"); builder.append("#define MAX_VIEWS 1\n"); builder.append("#endif\n"); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 52ff70f746..f977c8ceaf 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -565,9 +565,15 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4 #ifdef USE_MULTIVIEW uniform highp sampler2DArray depth_buffer; // texunit:-6 uniform highp sampler2DArray color_buffer; // texunit:-5 +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else uniform highp sampler2D depth_buffer; // texunit:-6 uniform highp sampler2D color_buffer; // texunit:-5 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif uniform highp mat4 world_transform; @@ -925,8 +931,12 @@ void main() { vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz); + mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex]; #else vec3 view = -normalize(vertex_interp); + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; #endif highp mat4 model_matrix = world_transform; vec3 albedo = vec3(1.0); diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl index a1e3c098f4..aad856a5a2 100644 --- a/drivers/gles3/shaders/skeleton.glsl +++ b/drivers/gles3/shaders/skeleton.glsl @@ -87,6 +87,16 @@ uniform highp float blend_weight; uniform lowp float blend_shape_count; #endif +#ifdef USE_SKELETON +uniform mediump vec2 skeleton_transform_x; +uniform mediump vec2 skeleton_transform_y; +uniform mediump vec2 skeleton_transform_offset; + +uniform mediump vec2 inverse_transform_x; +uniform mediump vec2 inverse_transform_y; +uniform mediump vec2 inverse_transform_offset; +#endif + vec2 signNotZero(vec2 v) { return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0))); } @@ -164,10 +174,13 @@ void main() { m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z); m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w); + mat4 skeleton_matrix = mat4(vec4(skeleton_transform_x, 0.0, 0.0), vec4(skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(skeleton_transform_offset, 0.0, 1.0)); + mat4 inverse_matrix = mat4(vec4(inverse_transform_x, 0.0, 0.0), vec4(inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(inverse_transform_offset, 0.0, 1.0)); mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); - //reverse order because its transposed - out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy; + bone_matrix = skeleton_matrix * transpose(bone_matrix) * inverse_matrix; + + out_vertex = (bone_matrix * vec4(out_vertex, 0.0, 1.0)).xy; #endif // USE_SKELETON #else // MODE_2D diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index d1a83e6851..77a4553c76 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -65,6 +65,10 @@ Config::Config() { } bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc"); + astc_supported = extensions.has("GL_KHR_texture_compression_astc") || extensions.has("GL_OES_texture_compression_astc") || extensions.has("GL_KHR_texture_compression_astc_ldr") || extensions.has("GL_KHR_texture_compression_astc_hdr"); + astc_hdr_supported = extensions.has("GL_KHR_texture_compression_astc_ldr"); + astc_layered_supported = extensions.has("GL_KHR_texture_compression_astc_sliced_3d"); + #ifdef GLES_OVER_GL float_texture_supported = true; etc2_supported = false; diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index 8399502675..623f0442bd 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -77,6 +77,9 @@ public: bool rgtc_supported = false; bool bptc_supported = false; bool etc2_supported = false; + bool astc_supported = false; + bool astc_hdr_supported = false; + bool astc_layered_supported = false; bool force_vertex_shading = false; diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 50e5c868d3..4fb780b665 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1546,6 +1546,8 @@ MaterialStorage::MaterialStorage() { actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n"; + actions.global_buffer_array_variable = "global_shader_uniforms"; + shaders.compiler_canvas.initialize(actions); } @@ -1635,8 +1637,8 @@ MaterialStorage::MaterialStorage() { actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; actions.renames["VIEW_INDEX"] = "ViewIndex"; - actions.renames["VIEW_MONO_LEFT"] = "0"; - actions.renames["VIEW_RIGHT"] = "1"; + actions.renames["VIEW_MONO_LEFT"] = "uint(0)"; + actions.renames["VIEW_RIGHT"] = "uint(1)"; //for light actions.renames["VIEW"] = "view"; @@ -1718,6 +1720,9 @@ MaterialStorage::MaterialStorage() { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + actions.check_multiview_samplers = true; + actions.global_buffer_array_variable = "global_shader_uniforms"; + shaders.compiler_scene.initialize(actions); } @@ -1773,6 +1778,8 @@ MaterialStorage::MaterialStorage() { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + actions.global_buffer_array_variable = "global_shader_uniforms"; + shaders.compiler_particles.initialize(actions); } @@ -1826,6 +1833,8 @@ MaterialStorage::MaterialStorage() { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + actions.global_buffer_array_variable = "global_shader_uniforms"; + shaders.compiler_sky.initialize(actions); } } diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 71f262af20..5ba0c5a09c 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -997,6 +997,11 @@ void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) { } } +void MeshStorage::mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + mi->canvas_item_transform_2d = p_transform; +} + void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) { glBindBuffer(GL_ARRAY_BUFFER, p_mi->surfaces[p_surface].vertex_buffers[0]); @@ -1163,6 +1168,16 @@ void MeshStorage::update_mesh_instances() { skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization); if (can_use_skeleton) { + Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d; + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization); + + Transform2D inverse_transform = transform.affine_inverse(); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_X, inverse_transform[0], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_Y, inverse_transform[1], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization); + // Do last blendshape in the same pass as the Skeleton. _compute_skeleton(mi, sk, i); can_use_skeleton = false; @@ -1201,6 +1216,16 @@ void MeshStorage::update_mesh_instances() { continue; } + Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d; + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization); + + Transform2D inverse_transform = transform.affine_inverse(); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_X, inverse_transform[0], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_Y, inverse_transform[1], skeleton_shader.shader_version, variant, specialization); + skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization); + glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array); _compute_skeleton(mi, sk, i); } diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h index 2efc57462b..e1c2bc3f63 100644 --- a/drivers/gles3/storage/mesh_storage.h +++ b/drivers/gles3/storage/mesh_storage.h @@ -163,6 +163,7 @@ struct MeshInstance { bool weights_dirty = false; SelfList<MeshInstance> weight_update_list; SelfList<MeshInstance> array_update_list; + Transform2D canvas_item_transform_2d; MeshInstance() : weight_update_list(this), array_update_list(this) {} }; @@ -423,6 +424,7 @@ public: virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override; virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override; virtual void mesh_instance_check_for_update(RID p_mesh_instance) override; + virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override; virtual void update_mesh_instances() override; // TODO: considering hashing versions with multimesh buffer RID. diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index ef07bf56c1..9518751d73 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -594,6 +594,50 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I } decompress_ra_to_rg = true; } break; + case Image::FORMAT_ASTC_4x4: { + if (config->astc_supported) { + r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + need_decompress = true; + } + } break; + case Image::FORMAT_ASTC_4x4_HDR: { + if (config->astc_hdr_supported) { + r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + need_decompress = true; + } + } break; + case Image::FORMAT_ASTC_8x8: { + if (config->astc_supported) { + r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + need_decompress = true; + } + } break; + case Image::FORMAT_ASTC_8x8_HDR: { + if (config->astc_hdr_supported) { + r_gl_internal_format = _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + need_decompress = true; + } + } break; default: { ERR_FAIL_V_MSG(Ref<Image>(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer"); } diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index 4d16ea6ae3..017e74fc4d 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -84,6 +84,36 @@ namespace GLES3 { #define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define _EXT_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define _EXT_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define _EXT_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define _EXT_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define _EXT_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define _EXT_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define _EXT_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define _EXT_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define _EXT_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define _EXT_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define _EXT_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define _EXT_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define _EXT_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD + +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD + #define _GL_TEXTURE_EXTERNAL_OES 0x8D65 #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp index e72240c69b..30c3e61ee7 100644 --- a/drivers/gles3/storage/utilities.cpp +++ b/drivers/gles3/storage/utilities.cpp @@ -309,6 +309,9 @@ bool Utilities::has_os_feature(const String &p_feature) const { if (p_feature == "bptc") { return config->bptc_supported; } + if (p_feature == "astc") { + return config->astc_supported; + } if (p_feature == "etc" || p_feature == "etc2") { return config->etc2_supported; |