This is part of effort to make more efficient use of the API for devices with poor drivers. This eliminates multiple calls to glBufferSubData per update.
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes#42145.
(cherry picked from commit 5f4d64f4f3)
Previously VS::INSTANCE_NONE was returned for Lightmap data, this caused `visual_server_scene.cpp` to assert in `instance_set_use_lightmap()`
Now `dummy_rasterizer.h` returns `VS::INSTANCE_LIGHTMAP_CAPTURE` for lightmap capture data thus satisfying `visual_server_scene`
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms.
In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip.
In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
In rare circumstances an item would issue multiple transform commands before a (non rect) draw command. The command syncronization would incorrectly start from first transform, instead of the current transform in these circumstances, which could have the result of missing drawing some commands from the end of the batch.
This had been shown in the wild occuring in debug collision polys. It was a benign error (sometimes visual elements would be lost), but did not cause any serious problems.
This PR fixes this synchronization error.
Compiler is usually in the best position to decide whether to inline functions. Great care must be taken using FORCE_INLINE because it can have unforeseen consequences with recursion, loops and bloat to the executable.
Here some FORCE_INLINES are removed in order to allow the compiler to make best choice and remove a compilation warning where unable to inline during a recursive function.
Fixes#41226
On platforms that don't report support for GL_REPEAT for non power of two textures, the FORCE_REPEAT conditional is used instead. However for rect batches, the conditional was being set AFTER binding the shader, which meant it wasn't being activated.
This PR simply shifts setting the conditional to before the shader bind.
1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes
(cherry picked from commit e19a3df98f)
For textures that were imported as wrapping, the legacy renderer relied on GL repeat state being set as a once off during load, and didn't alter the GL wrapping state at runtime.
Batching was setting wrapping according to the CANVAS_RECT_TILE flag on rects, however this reset GL wrapping to clamp after use, which was conflicting with later drawcalls that relied on the default wrapping being preserved.
In this PR we only set the wrapping in GL if the texture has not been imported with wrapping. This duplicates the logic in the legacy renderer and solves the state bug.
Using the operator += in a shader is classified as an 'assign', and so is classified as a write rather than a read. This means that we need to prevent vertex baking on either a write or read (i.e. on usage), rather than just on reads.
The old logic was incorrect, the first item with lights would prevent joining the next item in case it didn't have lights. Now the check is deferred so that items without lights check to see if the previous item had lights, and if so they prevent a join.
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
Scaling tilemaps can cause border artifacts around the edges of tiles. This has been traced to precision issues in the GPU. This PR adds an adjustment to allow a minor contraction of the UVs of rects in order to compensate for the incorrect classification of texels across the UV border.