From bd5ff205b2c1f6ebeeab94bb8dc02a2ff725f628 Mon Sep 17 00:00:00 2001 From: Marcin Zawiejski Date: Mon, 20 Aug 2018 02:10:14 +0200 Subject: Revert "Batch GLES2 draw calls" This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356. The GLES2 batching seems to require more testing and tweaking in order to actually make the performance better on Android devices. It's been proved with #21184 that the current implementation has it's drawbacks therefore I suggest reverting the commit for now. --- drivers/gles2/shaders/canvas.glsl | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) (limited to 'drivers/gles2/shaders') diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index a63c7675d8..29d81bb2c4 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -20,6 +20,13 @@ varying vec4 color_interp; uniform highp vec2 color_texpixel_size; +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; + +#endif + uniform highp float time; VERTEX_SHADER_GLOBALS @@ -37,9 +44,35 @@ void main() { vec4 color = color_attrib; +#ifdef USE_TEXTURE_RECT + + if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z + uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; + } else { + uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; + } + + vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); + + // This is what is done in the GLES 3 bindings and should + // take care of flipped rects. + // + // But it doesn't. + // I don't know why, will need to investigate further. + + outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); + + // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; +#else vec4 outvec = vec4(vertex.xy, 0.0, 1.0); +#ifdef USE_UV_ATTRIBUTE uv_interp = uv_attrib; +#else + uv_interp = vertex.xy; +#endif + +#endif { vec2 src_vtx=outvec.xy; -- cgit v1.2.3