562 lines
22 KiB
ReStructuredText
562 lines
22 KiB
ReStructuredText
.. _doc_batching:
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Optimization using batching
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===========================
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Introduction
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~~~~~~~~~~~~
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Game engines have to send a set of instructions to the GPU to tell the GPU what
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and where to draw. These instructions are sent using common instructions called
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:abbr:`APIs (Application Programming Interfaces)`. Examples of graphics APIs are
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OpenGL, OpenGL ES, and Vulkan.
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Different APIs incur different costs when drawing objects. OpenGL handles a lot
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of work for the user in the GPU driver at the cost of more expensive draw calls.
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As a result, applications can often be sped up by reducing the number of draw
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calls.
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Draw calls
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^^^^^^^^^^
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In 2D, we need to tell the GPU to render a series of primitives (rectangles,
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lines, polygons etc). The most obvious technique is to tell the GPU to render
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one primitive at a time, telling it some information such as the texture used,
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the material, the position, size, etc. then saying "Draw!" (this is called a
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draw call).
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While this is conceptually simple from the engine side, GPUs operate very slowly
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when used in this manner. GPUs work much more efficiently if you tell them to
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draw a number of similar primitives all in one draw call, which we will call a
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"batch".
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It turns out that they don't just work a bit faster when used in this manner;
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they work a *lot* faster.
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As Godot is designed to be a general-purpose engine, the primitives coming into
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the Godot renderer can be in any order, sometimes similar, and sometimes
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dissimilar. To match Godot's general-purpose nature with the batching
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preferences of GPUs, Godot features an intermediate layer which can
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automatically group together primitives wherever possible and send these batches
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on to the GPU. This can give an increase in rendering performance while
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requiring few (if any) changes to your Godot project.
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How it works
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~~~~~~~~~~~~
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Instructions come into the renderer from your game in the form of a series of
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items, each of which can contain one or more commands. The items correspond to
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Nodes in the scene tree, and the commands correspond to primitives such as
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rectangles or polygons. Some items such as TileMaps and text can contain a
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large number of commands (tiles and glyphs respectively). Others, such as
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sprites, may only contain a single command (a rectangle).
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The batcher uses two main techniques to group together primitives:
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- Consecutive items can be joined together.
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- Consecutive commands within an item can be joined to form a batch.
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Breaking batching
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^^^^^^^^^^^^^^^^^
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Batching can only take place if the items or commands are similar enough to be
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rendered in one draw call. Certain changes (or techniques), by necessity, prevent
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the formation of a contiguous batch, this is referred to as "breaking batching".
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Batching will be broken by (amongst other things):
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- Change of texture.
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- Change of material.
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- Change of primitive type (say, going from rectangles to lines).
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.. note::
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For example, if you draw a series of sprites each with a different texture,
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there is no way they can be batched.
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Determining the rendering order
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The question arises, if only similar items can be drawn together in a batch, why
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don't we look through all the items in a scene, group together all the similar
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items, and draw them together?
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In 3D, this is often exactly how engines work. However, in Godot's 2D renderer,
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items are drawn in "painter's order", from back to front. This ensures that
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items at the front are drawn on top of earlier items when they overlap.
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This also means that if we try and draw objects on a per-texture basis, then
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this painter's order may break and objects will be drawn in the wrong order.
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In Godot, this back-to-front order is determined by:
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- The order of objects in the scene tree.
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- The Z index of objects.
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- The canvas layer.
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- :ref:`class_YSort` nodes.
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.. note::
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You can group similar objects together for easier batching. While doing so
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is not a requirement on your part, think of it as an optional approach that
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can improve performance in some cases. See the
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:ref:`doc_batching_diagnostics` section to help you make this decision.
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A trick
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^^^^^^^
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And now, a sleight of hand. Even though the idea of painter's order is that
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objects are rendered from back to front, consider 3 objects ``A``, ``B`` and
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``C``, that contain 2 different textures: grass and wood.
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.. image:: img/overlap1.png
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In painter's order they are ordered::
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A - wood
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B - grass
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C - wood
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Because of the texture changes, they can't be batched and will be rendered in 3
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draw calls.
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However, painter's order is only needed on the assumption that they will be
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drawn *on top* of each other. If we relax that assumption, i.e. if none of these
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3 objects are overlapping, there is *no need* to preserve painter's order. The
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rendered result will be the same. What if we could take advantage of this?
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Item reordering
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^^^^^^^^^^^^^^^
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.. image:: img/overlap2.png
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It turns out that we can reorder items. However, we can only do this if the
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items satisfy the conditions of an overlap test, to ensure that the end result
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will be the same as if they were not reordered. The overlap test is very cheap
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in performance terms, but not absolutely free, so there is a slight cost to
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looking ahead to decide whether items can be reordered. The number of items to
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lookahead for reordering can be set in project settings (see below), in order to
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balance the costs and benefits in your project.
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::
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A - wood
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C - wood
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B - grass
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Since the texture only changes once, we can render the above in only 2 draw
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calls.
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Lights
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~~~~~~
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Although the batching system's job is normally quite straightforward, it becomes
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considerably more complex when 2D lights are used. This is because lights are
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drawn using additional passes, one for each light affecting the primitive.
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Consider 2 sprites ``A`` and ``B``, with identical texture and material. Without
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lights, they would be batched together and drawn in one draw call. But with 3
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lights, they would be drawn as follows, each line being a draw call:
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.. image:: img/lights_overlap.png
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::
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A
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A - light 1
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A - light 2
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A - light 3
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B
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B - light 1
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B - light 2
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B - light 3
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That is a lot of draw calls: 8 for only 2 sprites. Now, consider we are drawing
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1,000 sprites. The number of draw calls quickly becomes astronomical and
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performance suffers. This is partly why lights have the potential to drastically
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slow down 2D rendering.
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However, if you remember our magician's trick from item reordering, it turns out
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we can use the same trick to get around painter's order for lights!
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If ``A`` and ``B`` are not overlapping, we can render them together in a batch,
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so the drawing process is as follows:
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.. image:: img/lights_separate.png
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::
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AB
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AB - light 1
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AB - light 2
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AB - light 3
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That is only 4 draw calls. Not bad, as that is a 2× reduction. However, consider
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that in a real game, you might be drawing closer to 1,000 sprites.
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- **Before:** 1000 × 4 = 4,000 draw calls.
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- **After:** 1 × 4 = 4 draw calls.
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That is a 1000× decrease in draw calls, and should give a huge increase in
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performance.
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Overlap test
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^^^^^^^^^^^^
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However, as with the item reordering, things are not that simple. We must first
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perform the overlap test to determine whether we can join these primitives. This
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overlap test has a small cost. Again, you can choose the number of primitives to
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lookahead in the overlap test to balance the benefits against the cost. With
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lights, the benefits usually far outweigh the costs.
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Also consider that depending on the arrangement of primitives in the viewport,
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the overlap test will sometimes fail (because the primitives overlap and
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therefore shouldn't be joined). In practice, the decrease in draw calls may be
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less dramatic than in a perfect situation with no overlapping at all. However,
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performance is usually far higher than without this lighting optimization.
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Light scissoring
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~~~~~~~~~~~~~~~~
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Batching can make it more difficult to cull out objects that are not affected or
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partially affected by a light. This can increase the fill rate requirements
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quite a bit and slow down rendering. *Fill rate* is the rate at which pixels are
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colored. It is another potential bottleneck unrelated to draw calls.
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In order to counter this problem (and speed up lighting in general), batching
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introduces light scissoring. This enables the use of the OpenGL command
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``glScissor()``, which identifies an area outside of which the GPU won't render
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any pixels. We can greatly optimize fill rate by identifying the intersection
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area between a light and a primitive, and limit rendering the light to
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*that area only*.
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Light scissoring is controlled with the :ref:`scissor_area_threshold
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<class_ProjectSettings_property_rendering/batching/lights/scissor_area_threshold>`
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project setting. This value is between 1.0 and 0.0, with 1.0 being off (no
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scissoring), and 0.0 being scissoring in every circumstance. The reason for the
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setting is that there may be some small cost to scissoring on some hardware.
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That said, scissoring should usually result in performance gains when you're
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using 2D lighting.
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The relationship between the threshold and whether a scissor operation takes
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place is not always straightforward. Generally, it represents the pixel area
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that is potentially "saved" by a scissor operation (i.e. the fill rate saved).
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At 1.0, the entire screen's pixels would need to be saved, which rarely (if
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ever) happens, so it is switched off. In practice, the useful values are close
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to 0.0, as only a small percentage of pixels need to be saved for the operation
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to be useful.
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The exact relationship is probably not necessary for users to worry about, but
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is included in the appendix out of interest:
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:ref:`doc_batching_light_scissoring_threshold_calculation`
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.. figure:: img/scissoring.png
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:alt: Light scissoring example diagram
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Bottom right is a light, the red area is the pixels saved by the scissoring
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operation. Only the intersection needs to be rendered.
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Vertex baking
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~~~~~~~~~~~~~
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The GPU shader receives instructions on what to draw in 2 main ways:
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- Shader uniforms (e.g. modulate color, item transform).
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- Vertex attributes (vertex color, local transform).
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However, within a single draw call (batch), we cannot change uniforms. This
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means that naively, we would not be able to batch together items or commands
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that change ``final_modulate`` or an item's transform. Unfortunately, that
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happens in an awful lot of cases. For instance, sprites are typically
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individual nodes with their own item transform, and they may have their own
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color modulate as well.
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To get around this problem, the batching can "bake" some of the uniforms into
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the vertex attributes.
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- The item transform can be combined with the local transform and sent in a
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vertex attribute.
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- The final modulate color can be combined with the vertex colors, and sent in a
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vertex attribute.
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In most cases, this works fine, but this shortcut breaks down if a shader expects
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these values to be available individually rather than combined. This can happen
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in custom shaders.
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Custom shaders
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^^^^^^^^^^^^^^
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As a result of the limitation described above, certain operations in custom
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shaders will prevent vertex baking and therefore decrease the potential for
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batching. While we are working to decrease these cases, the following caveats
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currently apply:
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- Reading or writing ``COLOR`` or ``MODULATE`` disables vertex color baking.
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- Reading ``VERTEX`` disables vertex position baking.
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Project Settings
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~~~~~~~~~~~~~~~~
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To fine-tune batching, a number of project settings are available. You can
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usually leave these at default during development, but it's a good idea to
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experiment to ensure you are getting maximum performance. Spending a little time
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tweaking parameters can often give considerable performance gains for very
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little effort. See the on-hover tooltips in the Project Settings for more
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information.
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rendering/batching/options
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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- :ref:`use_batching
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<class_ProjectSettings_property_rendering/batching/options/use_batching>` -
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Turns batching on or off.
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- :ref:`use_batching_in_editor
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<class_ProjectSettings_property_rendering/batching/options/use_batching_in_editor>`
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Turns batching on or off in the Godot editor.
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This setting doesn't affect the running project in any way.
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- :ref:`single_rect_fallback
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<class_ProjectSettings_property_rendering/batching/options/single_rect_fallback>` -
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This is a faster way of drawing unbatchable rectangles. However, it may lead
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to flicker on some hardware so it's not recommended.
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rendering/batching/parameters
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- :ref:`max_join_item_commands <class_ProjectSettings_property_rendering/batching/parameters/max_join_item_commands>` -
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One of the most important ways of achieving batching is to join suitable
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adjacent items (nodes) together, however they can only be joined if the
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commands they contain are compatible. The system must therefore do a lookahead
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through the commands in an item to determine whether it can be joined. This
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has a small cost per command, and items with a large number of commands are
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not worth joining, so the best value may be project dependent.
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- :ref:`colored_vertex_format_threshold
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<class_ProjectSettings_property_rendering/batching/parameters/colored_vertex_format_threshold>` -
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Baking colors into vertices results in a larger vertex format. This is not
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necessarily worth doing unless there are a lot of color changes going on
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within a joined item. This parameter represents the proportion of commands
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containing color changes / the total commands, above which it switches to
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baked colors.
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- :ref:`batch_buffer_size
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<class_ProjectSettings_property_rendering/batching/parameters/batch_buffer_size>` -
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This determines the maximum size of a batch, it doesn't have a huge effect
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on performance but can be worth decreasing for mobile if RAM is at a premium.
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- :ref:`item_reordering_lookahead
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<class_ProjectSettings_property_rendering/batching/parameters/item_reordering_lookahead>` -
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Item reordering can help especially with interleaved sprites using different
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textures. The lookahead for the overlap test has a small cost, so the best
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value may change per project.
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rendering/batching/lights
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^^^^^^^^^^^^^^^^^^^^^^^^^
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- :ref:`scissor_area_threshold
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<class_ProjectSettings_property_rendering/batching/lights/scissor_area_threshold>` -
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See light scissoring.
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- :ref:`max_join_items
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<class_ProjectSettings_property_rendering/batching/lights/max_join_items>` -
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Joining items before lighting can significantly increase
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performance. This requires an overlap test, which has a small cost, so the
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costs and benefits may be project dependent, and hence the best value to use
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here.
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rendering/batching/debug
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^^^^^^^^^^^^^^^^^^^^^^^^
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- :ref:`flash_batching
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<class_ProjectSettings_property_rendering/batching/debug/flash_batching>` -
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This is purely a debugging feature to identify regressions between the
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batching and legacy renderer. When it is switched on, the batching and legacy
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renderer are used alternately on each frame. This will decrease performance,
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and should not be used for your final export, only for testing.
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- :ref:`diagnose_frame
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<class_ProjectSettings_property_rendering/batching/debug/diagnose_frame>` -
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This will periodically print a diagnostic batching log to
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the Godot IDE / console.
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rendering/batching/precision
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- :ref:`uv_contract
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<class_ProjectSettings_property_rendering/batching/precision/uv_contract>` -
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On some hardware (notably some Android devices) there have been reports of
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tilemap tiles drawing slightly outside their UV range, leading to edge
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artifacts such as lines around tiles. If you see this problem, try enabling uv
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contract. This makes a small contraction in the UV coordinates to compensate
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for precision errors on devices.
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- :ref:`uv_contract_amount
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<class_ProjectSettings_property_rendering/batching/precision/uv_contract_amount>` -
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Hopefully, the default amount should cure artifacts on most devices,
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but this value remains adjustable just in case.
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.. _doc_batching_diagnostics:
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Diagnostics
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~~~~~~~~~~~
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Although you can change parameters and examine the effect on frame rate, this
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can feel like working blindly, with no idea of what is going on under the hood.
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To help with this, batching offers a diagnostic mode, which will periodically
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print out (to the IDE or console) a list of the batches that are being
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processed. This can help pinpoint situations where batching isn't occurring
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as intended, and help you fix these situations to get the best possible performance.
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Reading a diagnostic
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^^^^^^^^^^^^^^^^^^^^
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.. code-block:: cpp
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canvas_begin FRAME 2604
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items
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joined_item 1 refs
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batch D 0-0
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batch D 0-2 n n
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batch R 0-1 [0 - 0] {255 255 255 255 }
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joined_item 1 refs
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batch D 0-0
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batch R 0-1 [0 - 146] {255 255 255 255 }
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batch D 0-0
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batch R 0-1 [0 - 146] {255 255 255 255 }
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joined_item 1 refs
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batch D 0-0
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batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
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batch D 0-0
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batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
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batch D 0-0
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batch R 0-2560 [0 - 144] {158 193 0 104 } MULTI
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canvas_end
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This is a typical diagnostic.
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- **joined_item:** A joined item can contain 1 or
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more references to items (nodes). Generally, joined_items containing many
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references is preferable to many joined_items containing a single reference.
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Whether items can be joined will be determined by their contents and
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compatibility with the previous item.
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- **batch R:** A batch containing rectangles. The second number is the number of
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rects. The second number in square brackets is the Godot texture ID, and the
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numbers in curly braces is the color. If the batch contains more than one rect,
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``MULTI`` is added to the line to make it easy to identify.
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Seeing ``MULTI`` is good as it indicates successful batching.
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- **batch D:** A default batch, containing everything else that is not currently
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batched.
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Default batches
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^^^^^^^^^^^^^^^
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The second number following default batches is the number of commands in the
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batch, and it is followed by a brief summary of the contents::
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l - line
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PL - polyline
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r - rect
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n - ninepatch
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PR - primitive
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p - polygon
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m - mesh
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MM - multimesh
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PA - particles
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c - circle
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t - transform
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CI - clip_ignore
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You may see "dummy" default batches containing no commands; you can ignore those.
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Frequently asked questions
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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I don't get a large performance increase when enabling batching.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- Try the diagnostics, see how much batching is occurring, and whether it can be
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improved
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- Try changing batching parameters in the Project Settings.
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- Consider that batching may not be your bottleneck (see bottlenecks).
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I get a decrease in performance with batching.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- Try the steps described above to increase the number of batching opportunities.
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- Try enabling :ref:`single_rect_fallback
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<class_ProjectSettings_property_rendering/batching/options/single_rect_fallback>`.
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- The single rect fallback method is the default used without batching, and it
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is approximately twice as fast. However, it can result in flickering on some
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hardware, so its use is discouraged.
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- After trying the above, if your scene is still performing worse, consider
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turning off batching.
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I use custom shaders and the items are not batching.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
- Custom shaders can be problematic for batching, see the custom shaders section
|
||
|
||
I am seeing line artifacts appear on certain hardware.
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
- See the :ref:`uv_contract
|
||
<class_ProjectSettings_property_rendering/batching/precision/uv_contract>`
|
||
project setting which can be used to solve this problem.
|
||
|
||
I use a large number of textures, so few items are being batched.
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
- Consider using texture atlases. As well as allowing batching, these
|
||
reduce the need for state changes associated with changing textures.
|
||
|
||
Appendix
|
||
~~~~~~~~
|
||
|
||
Batched primitives
|
||
^^^^^^^^^^^^^^^^^^
|
||
|
||
Not all primitives can be batched. Batching is not guaranteed either,
|
||
especially with primitives using an antialiased border. The following
|
||
primitive types are currently available:
|
||
|
||
- RECT
|
||
- NINEPATCH (depending on wrapping mode)
|
||
- POLY
|
||
- LINE
|
||
|
||
With non-batched primitives, you may be able to get better performance by
|
||
drawing them manually with polys in a ``_draw()`` function.
|
||
See :ref:`doc_custom_drawing_in_2d` for more information.
|
||
|
||
.. _doc_batching_light_scissoring_threshold_calculation:
|
||
|
||
Light scissoring threshold calculation
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
The actual proportion of screen pixel area used as the threshold is the
|
||
:ref:`scissor_area_threshold
|
||
<class_ProjectSettings_property_rendering/batching/lights/scissor_area_threshold>`
|
||
value to the power of 4.
|
||
|
||
For example, on a screen size of 1920×1080, there are 2,073,600 pixels.
|
||
|
||
At a threshold of 1,000 pixels, the proportion would be::
|
||
|
||
1000 / 2073600 = 0.00048225
|
||
0.00048225 ^ (1/4) = 0.14819
|
||
|
||
So a :ref:`scissor_area_threshold
|
||
<class_ProjectSettings_property_rendering/batching/lights/scissor_area_threshold>`
|
||
of ``0.15`` would be a reasonable value to try.
|
||
|
||
Going the other way, for instance with a :ref:`scissor_area_threshold
|
||
<class_ProjectSettings_property_rendering/batching/lights/scissor_area_threshold>`
|
||
of ``0.5``::
|
||
|
||
0.5 ^ 4 = 0.0625
|
||
0.0625 * 2073600 = 129600 pixels
|
||
|
||
If the number of pixels saved is greater than this threshold, the scissor is
|
||
activated.
|