Added option to enable high precision float in GLES2

An additional project setting under rendering/gles2/compatibility with the name
enable_high_float.Android is introduced that enables #define USE_HIGHP_PRECISION
in GLES2 shader on Android when it is supported by the shader compiler.
This fixes #33633 and #32813 and also https://github.com/GodotVR/godot_oculus_mobile/issues/60
and https://github.com/GodotVR/godot_oculus_mobile/issues/68 on devices that
support the highp (high precision) modifier.
This commit is contained in:
Holger Dammertz 2019-11-15 19:12:46 +01:00
parent fe4aa393f0
commit efe6b50f17
3 changed files with 12 additions and 0 deletions

View file

@ -1134,6 +1134,10 @@
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true"> <member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support. Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
</member> </member>
<member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2.
[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false"> <member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices. If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
</member> </member>

View file

@ -32,6 +32,7 @@
#include "core/os/memory.h" #include "core/os/memory.h"
#include "core/print_string.h" #include "core/print_string.h"
#include "core/project_settings.h"
#include "core/string_builder.h" #include "core/string_builder.h"
#include "rasterizer_gles2.h" #include "rasterizer_gles2.h"
#include "rasterizer_storage_gles2.h" #include "rasterizer_storage_gles2.h"
@ -180,6 +181,12 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
strings.push_back("#define USE_HIGHP_PRECISION\n"); strings.push_back("#define USE_HIGHP_PRECISION\n");
#endif #endif
if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
// enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
// see Section 4.5.4 of the GLSL_ES_Specification_1.00
strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
}
#endif #endif
#ifdef ANDROID_ENABLED #ifdef ANDROID_ENABLED

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@ -2444,6 +2444,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/batching/debug/flash_batching", false); GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false); GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false); GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract", false); GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100); GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);