GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
This commit is contained in:
parent
6f884cc884
commit
02ffc59270
5 changed files with 163 additions and 147 deletions
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@ -1163,8 +1163,6 @@ ProjectSettings::ProjectSettings() {
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GLOBAL_DEF("input/ui_end", action);
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GLOBAL_DEF("input/ui_end", action);
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input_presets.push_back("input/ui_end");
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input_presets.push_back("input/ui_end");
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//GLOBAL_DEF("display/window/handheld/orientation", "landscape");
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custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::STRING, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "landscape,portrait,reverse_landscape,reverse_portrait,sensor_landscape,sensor_portrait,sensor");
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custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::STRING, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "landscape,portrait,reverse_landscape,reverse_portrait,sensor_landscape,sensor_portrait,sensor");
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custom_prop_info["rendering/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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custom_prop_info["rendering/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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@ -670,6 +670,10 @@
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="">
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="">
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Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when.
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Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when.
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</member>
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</member>
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<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
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Some Nvidia GPU drivers have a bug, which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to https://github.com/godotengine/godot/issues/9913 for details.
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If [code]true[/code], this option enables a "safe" code path for such Nvidia GPUs, at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms. Default value: [code]false[/code].
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</member>
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<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
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<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
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Force snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
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Force snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
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</member>
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</member>
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@ -489,161 +489,164 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
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glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
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//use a more compatible workaround, as this does not fail on nvidia
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// On some widespread Nvidia cards, the normal draw method can produce some
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#ifdef GLES_OVER_GL
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// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
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//more compatible
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// See GH-9913.
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
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// To work it around, we use a simpler draw method which does not flicker, but gives
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// a non negligible performance hit, so it's opt-in (GH-24466).
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if (use_nvidia_rect_workaround) {
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
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if (state.canvas_shader.bind()) {
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if (state.canvas_shader.bind()) {
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_set_uniforms();
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_set_uniforms();
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state.canvas_shader.use_material((void *)p_material);
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state.canvas_shader.use_material((void *)p_material);
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}
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}
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Vector2 points[4] = {
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Vector2 points[4] = {
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r->rect.position,
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r->rect.position,
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r->rect.position + Vector2(r->rect.size.x, 0.0),
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r->rect.position + Vector2(r->rect.size.x, 0.0),
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r->rect.position + r->rect.size,
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r->rect.position + r->rect.size,
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r->rect.position + Vector2(0.0, r->rect.size.y),
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r->rect.position + Vector2(0.0, r->rect.size.y),
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};
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if (r->rect.size.x < 0) {
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SWAP(points[0], points[1]);
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SWAP(points[2], points[3]);
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}
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if (r->rect.size.y < 0) {
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SWAP(points[0], points[3]);
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SWAP(points[1], points[2]);
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}
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RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
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if (texture) {
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Vector2 uvs[4] = {
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src_rect.position,
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src_rect.position + Vector2(src_rect.size.x, 0.0),
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src_rect.position + src_rect.size,
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src_rect.position + Vector2(0.0, src_rect.size.y),
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};
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};
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if (r->flags & CANVAS_RECT_TRANSPOSE) {
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if (r->rect.size.x < 0) {
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SWAP(uvs[1], uvs[3]);
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SWAP(points[0], points[1]);
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SWAP(points[2], points[3]);
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}
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if (r->rect.size.y < 0) {
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SWAP(points[0], points[3]);
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SWAP(points[1], points[2]);
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}
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}
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if (r->flags & CANVAS_RECT_FLIP_H) {
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RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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if (texture) {
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}
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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if (r->flags & CANVAS_RECT_FLIP_V) {
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SWAP(uvs[0], uvs[3]);
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Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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SWAP(uvs[1], uvs[2]);
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Vector2 uvs[4] = {
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src_rect.position,
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src_rect.position + Vector2(src_rect.size.x, 0.0),
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src_rect.position + src_rect.size,
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src_rect.position + Vector2(0.0, src_rect.size.y),
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};
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if (r->flags & CANVAS_RECT_TRANSPOSE) {
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SWAP(uvs[1], uvs[3]);
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}
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if (r->flags & CANVAS_RECT_FLIP_H) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (r->flags & CANVAS_RECT_FLIP_V) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
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bool untile = false;
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if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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_draw_gui_primitive(4, points, NULL, uvs);
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
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_draw_gui_primitive(4, points, NULL, NULL);
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}
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
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bool untile = false;
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if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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_draw_gui_primitive(4, points, NULL, uvs);
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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} else {
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
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// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
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_draw_gui_primitive(4, points, NULL, NULL);
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_bind_quad_buffer();
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
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if (state.canvas_shader.bind()) {
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_set_uniforms();
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state.canvas_shader.use_material((void *)p_material);
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}
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RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
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if (!tex) {
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Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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} else {
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bool untile = false;
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if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
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Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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if (r->flags & CANVAS_RECT_FLIP_H) {
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src_rect.size.x *= -1;
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}
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if (r->flags & CANVAS_RECT_FLIP_V) {
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src_rect.size.y *= -1;
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}
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if (r->flags & CANVAS_RECT_TRANSPOSE) {
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dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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#else
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//disabled because it fails on buggy nvidia drivers
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_bind_quad_buffer();
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
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if (state.canvas_shader.bind()) {
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_set_uniforms();
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state.canvas_shader.use_material((void *)p_material);
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}
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RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
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if (!tex) {
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Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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} else {
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bool untile = false;
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if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
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Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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if (r->flags & CANVAS_RECT_FLIP_H) {
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src_rect.size.x *= -1;
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}
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if (r->flags & CANVAS_RECT_FLIP_V) {
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src_rect.size.y *= -1;
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}
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if (r->flags & CANVAS_RECT_TRANSPOSE) {
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dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
||||||
|
|
||||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
||||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
||||||
|
|
||||||
if (untile) {
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
||||||
#endif
|
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
case Item::Command::TYPE_NINEPATCH: {
|
case Item::Command::TYPE_NINEPATCH: {
|
||||||
|
@ -1856,4 +1859,10 @@ void RasterizerCanvasGLES2::finalize() {
|
||||||
}
|
}
|
||||||
|
|
||||||
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
|
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
|
||||||
|
#ifdef GLES_OVER_GL
|
||||||
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
|
||||||
|
#else
|
||||||
|
// Not needed (a priori) on GLES devices
|
||||||
|
use_nvidia_rect_workaround = false;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
|
@ -102,6 +102,8 @@ public:
|
||||||
|
|
||||||
RasterizerStorageGLES2 *storage;
|
RasterizerStorageGLES2 *storage;
|
||||||
|
|
||||||
|
bool use_nvidia_rect_workaround;
|
||||||
|
|
||||||
virtual RID light_internal_create();
|
virtual RID light_internal_create();
|
||||||
virtual void light_internal_update(RID p_rid, Light *p_light);
|
virtual void light_internal_update(RID p_rid, Light *p_light);
|
||||||
virtual void light_internal_free(RID p_rid);
|
virtual void light_internal_free(RID p_rid);
|
||||||
|
|
|
@ -880,6 +880,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
|
||||||
GLOBAL_DEF("rendering/quality/driver/driver_fallback", "Best");
|
GLOBAL_DEF("rendering/quality/driver/driver_fallback", "Best");
|
||||||
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_fallback", PropertyInfo(Variant::STRING, "rendering/quality/driver/driver_fallback", PROPERTY_HINT_ENUM, "Best,Never"));
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_fallback", PropertyInfo(Variant::STRING, "rendering/quality/driver/driver_fallback", PROPERTY_HINT_ENUM, "Best,Never"));
|
||||||
|
|
||||||
|
// Assigning here even though it's GLES2-specific, to be sure that it appears in docs
|
||||||
|
GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false);
|
||||||
|
|
||||||
GLOBAL_DEF("display/window/size/width", 1024);
|
GLOBAL_DEF("display/window/size/width", 1024);
|
||||||
ProjectSettings::get_singleton()->set_custom_property_info("display/window/size/width", PropertyInfo(Variant::INT, "display/window/size/width", PROPERTY_HINT_RANGE, "0,7680,or_greater")); // 8K resolution
|
ProjectSettings::get_singleton()->set_custom_property_info("display/window/size/width", PropertyInfo(Variant::INT, "display/window/size/width", PROPERTY_HINT_RANGE, "0,7680,or_greater")); // 8K resolution
|
||||||
GLOBAL_DEF("display/window/size/height", 600);
|
GLOBAL_DEF("display/window/size/height", 600);
|
||||||
|
|
Loading…
Reference in a new issue