Merge pull request #87352 from Alex2782/fix_opengl_es3
Fix Compatibility Rendering (GLES3) on old and low budget devices.
This commit is contained in:
commit
7359ec7a57
8 changed files with 84 additions and 18 deletions
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@ -194,6 +194,11 @@ typedef void(GLAPIENTRY *DebugMessageCallbackARB)(DEBUGPROCARB callback, const v
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void RasterizerGLES3::initialize() {
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Engine::get_singleton()->print_header(vformat("OpenGL API %s - Compatibility - Using Device: %s - %s", RS::get_singleton()->get_video_adapter_api_version(), RS::get_singleton()->get_video_adapter_vendor(), RS::get_singleton()->get_video_adapter_name()));
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// FLIP XY Bug: Are more devices affected?
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// Confirmed so far: all Adreno 3xx
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// ok on some tested Adreno devices: 4xx, 5xx and 6xx
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flip_xy_bugfix = GLES3::Config::get_singleton()->adreno_3xx_compatibility;
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}
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void RasterizerGLES3::finalize() {
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@ -398,8 +403,18 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
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}
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Vector2i screen_rect_end = p_screen_rect.get_end();
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// Adreno (TM) 3xx devices have a bug that create wrong Landscape rotation of 180 degree
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// Reversing both the X and Y axis is equivalent to rotating 180 degrees
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bool flip_x = false;
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if (flip_xy_bugfix && screen_rect_end.x > screen_rect_end.y) {
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flip_y = !flip_y;
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flip_x = !flip_x;
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}
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glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
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p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
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flip_x ? screen_rect_end.x : p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y,
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flip_x ? p_screen_rect.position.x : screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (read_fbo != 0) {
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@ -55,6 +55,7 @@ private:
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float delta = 0;
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double time_total = 0.0;
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bool flip_xy_bugfix = false;
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static bool gles_over_gl;
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@ -187,8 +187,31 @@ void main() {
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#endif // !USE_INSTANCING
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#else // !USE_ATTRIBUTES
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vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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// crash on Adreno 320/330
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//vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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//vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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//-----------------------------------------
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// ID | 0 | 1 | 2 | 3 | 4 | 5 |
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//-----------------------------------------
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// X | 0.0 | 0.0 | 1.0 | 1.0 | 0.0 | 1.0 |
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// Y | 0.0 | 1.0 | 1.0 | 0.0 | 0.0 | 1.0 |
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//-----------------------------------------
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// no crash or freeze on all Adreno 3xx with 'if / else if' and slightly faster!
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int vertex_id = gl_VertexID % 6;
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vec2 vertex_base;
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if (vertex_id == 0)
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vertex_base = vec2(0.0, 0.0);
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else if (vertex_id == 1)
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vertex_base = vec2(0.0, 1.0);
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else if (vertex_id == 2)
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vertex_base = vec2(1.0, 1.0);
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else if (vertex_id == 3)
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vertex_base = vec2(1.0, 0.0);
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else if (vertex_id == 4)
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vertex_base = vec2(0.0, 0.0);
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else if (vertex_id == 5)
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vertex_base = vec2(1.0, 1.0);
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vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
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vec4 color = read_draw_data_modulation;
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@ -475,16 +498,12 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
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uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
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switch (blend_mode) {
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case LIGHT_FLAGS_BLEND_MODE_ADD: {
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color.rgb += light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_SUB: {
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color.rgb -= light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MIX: {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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if (blend_mode == LIGHT_FLAGS_BLEND_MODE_ADD) {
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color.rgb += light_color.rgb * light_color.a;
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} else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_SUB) {
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color.rgb -= light_color.rgb * light_color.a;
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} else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_MIX) {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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}
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}
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@ -1200,7 +1200,10 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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vec3 spot_dir = spot_lights[idx].direction;
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
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spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
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mediump float cone_attenuation = spot_lights[idx].cone_attenuation;
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spot_attenuation *= 1.0 - pow(spot_rim, cone_attenuation);
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vec3 color = spot_lights[idx].color;
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float size_A = 0.0;
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@ -166,6 +166,11 @@ Config::Config() {
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max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
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max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
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max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
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//Adreno 3xx Compatibility
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const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
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//TODO: Check the number between 300 and 399(?)
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adreno_3xx_compatibility = (rendering_device_name.left(13) == "Adreno (TM) 3");
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}
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Config::~Config() {
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@ -91,6 +91,8 @@ public:
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bool rt_msaa_multiview_supported = false;
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bool multiview_supported = false;
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bool adreno_3xx_compatibility = false;
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#ifdef ANDROID_ENABLED
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PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
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PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;
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@ -1673,7 +1673,24 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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mWantRenderNotification = true;
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mRequestRender = true;
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mRenderComplete = false;
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mFinishDrawingRunnable = finishDrawing;
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// fix lost old callback when continuous call requestRenderAndNotify
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//
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// If continuous call requestRenderAndNotify before trigger old
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// callback, old callback will lose, cause VRI will wait for SV's
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// draw to finish forever not calling finishDraw.
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// https://android.googlesource.com/platform/frameworks/base/+/044fce0b826f2da3a192aac56785b5089143e693%5E%21/
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//+++++++++++++++++++++++++++++++++++++++++++++++++++
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final Runnable oldCallback = mFinishDrawingRunnable;
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mFinishDrawingRunnable = () -> {
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if (oldCallback != null) {
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oldCallback.run();
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}
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if (finishDrawing != null) {
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finishDrawing.run();
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}
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};
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//----------------------------------------------------
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sGLThreadManager.notifyAll();
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}
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@ -66,11 +66,15 @@ public class RegularContextFactory implements GLSurfaceView.EGLContextFactory {
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GLUtils.checkEglError(TAG, "Before eglCreateContext", egl);
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EGLContext context;
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int[] debug_attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, _EGL_CONTEXT_FLAGS_KHR, _EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
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int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
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if (mUseDebugOpengl) {
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int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, _EGL_CONTEXT_FLAGS_KHR, _EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
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context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
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context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, debug_attrib_list);
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if (context == null || context == EGL10.EGL_NO_CONTEXT) {
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Log.w(TAG, "creating 'OpenGL Debug' context failed");
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context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
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}
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} else {
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int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
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context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
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}
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GLUtils.checkEglError(TAG, "After eglCreateContext", egl);
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