-Many GLES2 optimizations
-Android export fixes (use ETC if GLES2 backend in use) -revert to thekla atlas because xatlas is not working well
This commit is contained in:
parent
80d6bb7193
commit
c24277a520
6 changed files with 185 additions and 44 deletions
|
@ -54,6 +54,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
|
|||
|
||||
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
|
||||
|
||||
#define _DEPTH_COMPONENT24_OES 0x81A6
|
||||
|
||||
void RasterizerStorageGLES2::bind_quad_array() const {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
|
||||
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
|
||||
|
@ -3915,7 +3917,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
|
|||
|
||||
glGenRenderbuffers(1, &rt->depth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
|
|
@ -15,6 +15,7 @@ precision highp int;
|
|||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
|
||||
//
|
||||
// attributes
|
||||
//
|
||||
|
@ -1214,14 +1215,17 @@ LIGHT_SHADER_CODE
|
|||
#ifdef USE_SHADOW
|
||||
|
||||
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
|
||||
#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
|
||||
|
||||
float sample_shadow(
|
||||
highp sampler2D shadow,
|
||||
highp vec2 pos,
|
||||
highp float depth) {
|
||||
highp sampler2D shadow,highp vec4 spos) {
|
||||
|
||||
#ifdef SHADOW_MODE_PCF_13
|
||||
|
||||
spos.xyz/=spos.w;
|
||||
vec2 pos = spos.xy;
|
||||
float depth = spos.z;
|
||||
|
||||
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
||||
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
|
||||
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
|
||||
|
@ -1240,6 +1244,10 @@ float sample_shadow(
|
|||
|
||||
#ifdef SHADOW_MODE_PCF_5
|
||||
|
||||
spos.xyz/=spos.w;
|
||||
vec2 pos = spos.xy;
|
||||
float depth = spos.z;
|
||||
|
||||
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
||||
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
|
||||
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
|
||||
|
@ -1251,7 +1259,7 @@ float sample_shadow(
|
|||
|
||||
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
|
||||
|
||||
return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
||||
return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1321,8 +1329,8 @@ FRAGMENT_SHADER_CODE
|
|||
normalmap.xy = normalmap.xy * 2.0 - 1.0;
|
||||
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
|
||||
|
||||
// normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
|
||||
normal = normalmap;
|
||||
normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
|
||||
//normal = normalmap;
|
||||
#endif
|
||||
|
||||
normal = normalize(normal);
|
||||
|
@ -1493,10 +1501,10 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#ifdef USE_SHADOW
|
||||
{
|
||||
highp vec3 splane = shadow_coord.xyz;
|
||||
float shadow_len = length(splane);
|
||||
highp vec4 splane = shadow_coord;
|
||||
float shadow_len = length(splane.xyz);
|
||||
|
||||
splane = normalize(splane);
|
||||
splane = normalize(splane.xyz);
|
||||
|
||||
vec4 clamp_rect = light_clamp;
|
||||
|
||||
|
@ -1513,8 +1521,9 @@ FRAGMENT_SHADER_CODE
|
|||
splane.z = shadow_len / light_range;
|
||||
|
||||
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
|
||||
splane.w = 1.0;
|
||||
|
||||
float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
|
||||
float shadow = sample_shadow(light_shadow_atlas, splane);
|
||||
|
||||
light_att *= shadow;
|
||||
}
|
||||
|
@ -1531,6 +1540,126 @@ FRAGMENT_SHADER_CODE
|
|||
float depth_z = -vertex.z;
|
||||
|
||||
#ifdef USE_SHADOW
|
||||
|
||||
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
//compute shadows in a mobile friendly way
|
||||
|
||||
#ifdef LIGHT_USE_PSSM4
|
||||
//take advantage of prefetch
|
||||
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
||||
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
||||
float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
|
||||
float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
|
||||
|
||||
|
||||
if (depth_z < light_split_offsets.w) {
|
||||
float pssm_fade = 0.0;
|
||||
float shadow_att = 1.0;
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
float shadow_att2 = 1.0;
|
||||
float pssm_blend = 0.0;
|
||||
bool use_blend = true;
|
||||
#endif
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
shadow_att = shadow1;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
shadow_att2 = shadow2;
|
||||
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
shadow_att = shadow2;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
shadow_att2 = shadow3;
|
||||
|
||||
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#endif
|
||||
}
|
||||
} else {
|
||||
if (depth_z < light_split_offsets.z) {
|
||||
|
||||
shadow_att = shadow3;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
shadow_att2 = shadow4;
|
||||
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
||||
#endif
|
||||
|
||||
} else {
|
||||
|
||||
shadow_att = shadow4;
|
||||
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
use_blend = false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
if (use_blend) {
|
||||
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
||||
}
|
||||
#endif
|
||||
light_att *= shadow_att;
|
||||
|
||||
}
|
||||
|
||||
#endif //LIGHT_USE_PSSM4
|
||||
|
||||
#ifdef LIGHT_USE_PSSM2
|
||||
|
||||
//take advantage of prefetch
|
||||
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
||||
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
||||
|
||||
|
||||
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
float shadow_att = 1.0;
|
||||
float pssm_fade = 0.0;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
float shadow_att2 = 1.0;
|
||||
float pssm_blend = 0.0;
|
||||
bool use_blend = true;
|
||||
#endif
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
float pssm_fade = 0.0;
|
||||
shadow_att = shadow1;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
shadow_att2 = shadow2;
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
|
||||
shadow_att = shadow2;
|
||||
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
use_blend = false;
|
||||
#endif
|
||||
}
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
if (use_blend) {
|
||||
shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
||||
}
|
||||
#endif
|
||||
light_att *= shadow_att;
|
||||
}
|
||||
|
||||
#endif //LIGHT_USE_PSSM2
|
||||
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
||||
|
||||
light_att *= sample_shadow(light_directional_shadow, shadow_coord);
|
||||
#endif //orthogonal
|
||||
|
||||
#else //fragment version of pssm
|
||||
|
||||
{
|
||||
#ifdef LIGHT_USE_PSSM4
|
||||
if (depth_z < light_split_offsets.w) {
|
||||
|
@ -1540,34 +1669,32 @@ FRAGMENT_SHADER_CODE
|
|||
if (depth_z < light_split_offsets.x) {
|
||||
#endif //pssm2
|
||||
|
||||
vec3 pssm_coord;
|
||||
highp vec4 pssm_coord;
|
||||
float pssm_fade = 0.0;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
float pssm_blend;
|
||||
vec3 pssm_coord2;
|
||||
highp vec4 pssm_coord2;
|
||||
bool use_blend = true;
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_USE_PSSM4
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
highp vec4 splane = shadow_coord;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
splane = shadow_coord2;
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
|
||||
if (depth_z < light_split_offsets.y) {
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
pssm_coord = shadow_coord;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
pssm_coord2 = shadow_coord2;
|
||||
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
highp vec4 splane = shadow_coord2;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_coord = shadow_coord2;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
splane = shadow_coord3;
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
pssm_coord2 = shadow_coord3;
|
||||
|
||||
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#endif
|
||||
|
@ -1575,19 +1702,16 @@ FRAGMENT_SHADER_CODE
|
|||
} else {
|
||||
if (depth_z < light_split_offsets.z) {
|
||||
|
||||
highp vec4 splane = shadow_coord3;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_coord = shadow_coord3;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
splane = shadow_coord4;
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
pssm_coord2 = shadow_coord4;
|
||||
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
||||
#endif
|
||||
|
||||
} else {
|
||||
|
||||
highp vec4 splane = shadow_coord4;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_coord = shadow_coord4;
|
||||
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
||||
|
||||
#if defined(LIGHT_USE_PSSM_BLEND)
|
||||
|
@ -1601,17 +1725,15 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef LIGHT_USE_PSSM2
|
||||
if (depth_z < light_split_offsets.x) {
|
||||
|
||||
highp vec4 splane = shadow_coord;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_coord = shadow_coord;
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
splane = shadow_coord2;
|
||||
pssm_coord2 = splane.xyz / splane.w;
|
||||
pssm_coord2 = shadow_coord2;
|
||||
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
||||
#endif
|
||||
} else {
|
||||
highp vec4 splane = shadow_coord2;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
|
||||
pssm_coord = shadow_coord2;
|
||||
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
use_blend = false;
|
||||
|
@ -1622,22 +1744,23 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
||||
{
|
||||
highp vec4 splane = shadow_coord;
|
||||
pssm_coord = splane.xyz / splane.w;
|
||||
pssm_coord = shadow_coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
|
||||
float shadow = sample_shadow(light_directional_shadow, pssm_coord);
|
||||
|
||||
#ifdef LIGHT_USE_PSSM_BLEND
|
||||
if (use_blend) {
|
||||
shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
|
||||
shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
|
||||
}
|
||||
#endif
|
||||
|
||||
light_att *= shadow;
|
||||
}
|
||||
}
|
||||
#endif //use vertex lighting
|
||||
|
||||
#endif //use shadow
|
||||
|
||||
#endif
|
||||
|
|
|
@ -35,3 +35,14 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
|
|||
|
||||
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
|
||||
}
|
||||
|
||||
#ifndef USE_GLES_OVER_GL
|
||||
highp mat4 transpose(highp mat4 src) {
|
||||
return mat4(
|
||||
vec4( src[0].x, src[1].x, src[2].x, src[3].x ),
|
||||
vec4( src[0].y, src[1].y, src[2].y, src[3].y ),
|
||||
vec4( src[0].z, src[1].z, src[2].z, src[3].z ),
|
||||
vec4( src[0].w, src[1].w, src[2].w, src[3].w )
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
def can_build(env, platform):
|
||||
#return (env['tools'] and platform not in ["android", "ios"])
|
||||
return False
|
||||
return (env['tools'] and platform not in ["android", "ios"])
|
||||
|
||||
def configure(env):
|
||||
pass
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
def can_build(env, platform):
|
||||
return (env['tools'] and platform not in ["android", "ios"])
|
||||
return False #xatlas is buggy
|
||||
#return (env['tools'] and platform not in ["android", "ios"])
|
||||
|
||||
def configure(env):
|
||||
pass
|
||||
|
|
|
@ -1054,7 +1054,12 @@ public:
|
|||
if (api == 0)
|
||||
r_features->push_back("etc");
|
||||
else*/
|
||||
r_features->push_back("etc2");
|
||||
String driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name");
|
||||
if (driver == "GLES2") {
|
||||
r_features->push_back("etc");
|
||||
} else {
|
||||
r_features->push_back("etc2");
|
||||
}
|
||||
|
||||
Vector<String> abis = get_enabled_abis(p_preset);
|
||||
for (int i = 0; i < abis.size(); ++i) {
|
||||
|
|
Loading…
Reference in a new issue