diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 4 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 66 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 7 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 2 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 47 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 |
7 files changed, 88 insertions, 46 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index ff0741f425..84f29facf4 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1115,6 +1115,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons _copy_texscreen(Rect2()); } + if (shader_ptr->canvas_item.uses_time) { + VisualServerRaster::redraw_request(); + } + state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); state.canvas_shader.bind(); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 6bef039dd1..2615f9c1b3 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -32,6 +32,7 @@ #include "os/os.h" #include "project_settings.h" #include "rasterizer_canvas_gles3.h" +#include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf @@ -1939,6 +1940,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ bool prev_use_instancing = false; storage->info.render.draw_call_count += p_element_count; + bool prev_opaque_prepass = false; for (int i = 0; i < p_element_count; i++) { @@ -2072,6 +2074,13 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } } + bool use_opaque_prepass = e->sort_key & RenderList::SORT_KEY_OPAQUE_PRE_PASS; + + if (use_opaque_prepass != prev_opaque_prepass) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, use_opaque_prepass); + rebind = true; + } + bool use_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH || e->instance->base_type == VS::INSTANCE_PARTICLES; if (use_instancing != prev_use_instancing) { @@ -2127,6 +2136,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ prev_shading = shading; prev_skeleton = skeleton; prev_use_instancing = use_instancing; + prev_opaque_prepass = use_opaque_prepass; first = false; } @@ -2148,9 +2158,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false); } -void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow) { +void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass) { RasterizerStorageGLES3::Material *m = NULL; RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material); @@ -2182,22 +2193,21 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo ERR_FAIL_COND(!m); - _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); + _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass); while (m->next_pass.is_valid()) { m = storage->material_owner.getornull(m->next_pass); if (!m || !m->shader || !m->shader->valid) break; - _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); + _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass); } } -void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow) { +void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass) { bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture; bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX; bool has_alpha = has_base_alpha || has_blend_alpha; - bool shadow = false; bool mirror = p_instance->mirror; bool no_cull = false; @@ -2217,7 +2227,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G state.used_screen_texture = true; } - if (p_shadow) { + if (p_depth_pass) { if (has_blend_alpha || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) return; //bye @@ -2252,14 +2262,14 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G e->geometry->index = current_geometry_index++; } - if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { + if (!p_depth_pass && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG; } e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; - if (!p_shadow) { + if (!p_depth_pass) { if (e->material->last_pass != render_pass) { e->material->last_pass = render_pass; @@ -2269,17 +2279,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; - if (!has_blend_alpha && has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { - - //if nothing exists, add this element as opaque too - RenderList::Element *oe = render_list.add_element(); - - if (!oe) - return; - - copymem(oe, e, sizeof(RenderList::Element)); - } - if (e->instance->gi_probe_instances.size()) { e->sort_key |= SORT_KEY_GI_PROBES_FLAG; } @@ -2302,24 +2301,21 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G //e->light_type=0xFF; // no lights! - if (shadow || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - + if (p_depth_pass || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { e->sort_key |= SORT_KEY_UNSHADED_FLAG; } - if (!shadow && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) { + if (p_depth_pass && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + e->sort_key |= RenderList::SORT_KEY_OPAQUE_PRE_PASS; + } + + if (!p_depth_pass && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) { e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG; } - if (!shadow && has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { - //depth prepass for alpha - RenderList::Element *eo = render_list.add_element(); - - eo->instance = e->instance; - eo->geometry = e->geometry; - eo->material = e->material; - eo->sort_key = e->sort_key; + if (p_material->shader->spatial.uses_time) { + VisualServerRaster::redraw_request(); } } @@ -3032,7 +3028,7 @@ void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) { storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); } -void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow) { +void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass) { current_geometry_index = 0; current_material_index = 0; @@ -3057,7 +3053,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int mat_idx = inst->materials[i].is_valid() ? i : -1; RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; - _add_geometry(s, inst, NULL, mat_idx, p_shadow); + _add_geometry(s, inst, NULL, mat_idx, p_depth_pass); } //mesh->last_pass=frame; @@ -3080,7 +3076,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p for (int i = 0; i < ssize; i++) { RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; - _add_geometry(s, inst, multi_mesh, -1, p_shadow); + _add_geometry(s, inst, multi_mesh, -1, p_depth_pass); } } break; @@ -3089,7 +3085,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getptr(inst->base); ERR_CONTINUE(!immediate); - _add_geometry(immediate, inst, NULL, -1, p_shadow); + _add_geometry(immediate, inst, NULL, -1, p_depth_pass); } break; case VS::INSTANCE_PARTICLES: { @@ -3111,7 +3107,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p for (int j = 0; j < ssize; j++) { RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; - _add_geometry(s, inst, particles, -1, p_shadow); + _add_geometry(s, inst, particles, -1, p_depth_pass); } } diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 5503dba5c4..b3fd6fa2a0 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -664,6 +664,7 @@ public: //bits 12-8 geometry type SORT_KEY_GEOMETRY_TYPE_SHIFT = 8, //bits 0-7 for flags + SORT_KEY_OPAQUE_PRE_PASS = 8, SORT_KEY_CULL_DISABLED_FLAG = 4, SORT_KEY_SKELETON_FLAG = 2, SORT_KEY_MIRROR_FLAG = 1 @@ -805,9 +806,9 @@ public: void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); - _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow); + _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_passs); - _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow); + _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass); void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy); @@ -820,7 +821,7 @@ public: void _copy_to_front_buffer(Environment *env); void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug - void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow); + void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass); void _blur_effect_buffer(); void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 91ba3aa702..a744abdfa8 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1584,6 +1584,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture; + shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time; actions = &shaders.actions_canvas; actions->uniforms = &p_shader->uniforms; @@ -1632,6 +1633,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss; shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard; shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture; + shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time; shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index f75b77aabe..b26032dbc4 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -410,6 +410,7 @@ public: int light_mode; bool uses_screen_texture; bool uses_screen_uv; + bool uses_time; } canvas_item; @@ -449,6 +450,7 @@ public: bool uses_discard; bool uses_sss; bool uses_screen_texture; + bool uses_time; bool writes_modelview_or_projection; bool uses_vertex_lighting; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index bdd54543d2..419decce29 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -438,26 +438,44 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener SL::BlockNode *bnode = (SL::BlockNode *)p_node; //variables - code += _mktab(p_level - 1) + "{\n"; - for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) { - - code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + _mkid(E->key()) + ";\n"; + if (!bnode->single_statement) { + code += _mktab(p_level - 1) + "{\n"; } - + for (int i = 0; i < bnode->statements.size(); i++) { String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions); - if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) { - // FIXME: if (A || A) ? I am hesitant to delete one of them, could be copy-paste error. + if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement ) { code += scode; //use directly } else { code += _mktab(p_level) + scode + ";\n"; } } - code += _mktab(p_level - 1) + "}\n"; + if (!bnode->single_statement) { + code += _mktab(p_level - 1) + "}\n"; + } } break; + case SL::Node::TYPE_VARIABLE_DECLARATION: { + SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node; + + String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype); + for(int i=0;i<vdnode->declarations.size();i++) { + if (i>0) { + declaration+=","; + } else { + declaration+=" "; + } + declaration += _mkid(vdnode->declarations[i].name); + if (vdnode->declarations[i].initializer) { + declaration+="="; + declaration+=_dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions); + } + } + + code+=declaration; + } break; case SL::Node::TYPE_VARIABLE: { SL::VariableNode *vnode = (SL::VariableNode *)p_node; @@ -600,6 +618,13 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n"; code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions); + } else if (cfnode->flow_op == SL::FLOW_OP_FOR) { + + String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions); + String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions); + String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions); + code += _mktab(p_level) + "for (" +left+";"+middle+";"+right+")\n"; + code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { @@ -611,6 +636,12 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) { code = "discard;"; + } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) { + + code = "continue;"; + } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) { + + code = "break;"; } } break; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 7c60a8ee97..c699f1fe8c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1590,6 +1590,12 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef USE_OPAQUE_PREPASS + + if (alpha<0.99) { + discard; + } +#endif #if defined(ENABLE_NORMALMAP) |