Commit graph

37 commits

Author SHA1 Message Date
lawnjelly
7f3a19789c Batching - separate single item from large fvf logic
Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf.

The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths:

Software (CPU)
Hardware (uniform)
Hardware (attribute)
2021-03-17 15:38:21 +00:00
lawnjelly
0d80385687 Batching - prevent CPU transform for non-rects using large FVF
Large FVF which encodes the transform in a vertex attribute is triggered by reading from VERTEX in a custom shader. This means that the local vertex position must be available in the shader, so the only way to batch is to also pass the transform as an attribute.

The large FVF path already disabled CPU transform in the case of rects, but not in other primitives, which this PR fixes.

Note that large FVF is incompatible with 2d software skinning. So reading from VERTEX in a custom shader when using skinning will not work.
2021-03-17 12:04:59 +00:00
Rémi Verschelde
b3e605ab13
Merge pull request #46901 from lawnjelly/ewok_large_fvf_soft_xform
Batching - large FVF forces non-hardware transform
2021-03-12 10:04:57 +01:00
Rémi Verschelde
80d75b966c
Merge pull request #46904 from lawnjelly/ewok_diagnose_more
Batching - more frame diagnose information
2021-03-11 21:13:09 +01:00
Rémi Verschelde
8e1c92a365
Merge pull request #46892 from lawnjelly/ewok_scissor_boost
Batching - fix off by one error in light scissoring
2021-03-11 21:11:06 +01:00
lawnjelly
d226cf83d1 Batching - more frame diagnose information
Added slightly more detail to diagnose_frame option. This is helpful for debugging issues.
2021-03-11 16:32:59 +00:00
lawnjelly
b590f5ff52 Batching - large FVF forces non-hardware transform
This is something that I missed from the initial implementation of large FVF. In large FVF the transform is sent per vertex in an attribute, and the vertex position is the original vertex position. This is so that the original vertex position can be read and modified in a custom shader.

This whole system is therefore incompatible with the legacy hardware transform method, whereby the transform is sent in a uniform. The shader already correctly ignores the uniform transform, but there are some parts of the CPU side logic that can be confused treating large FVF batches as if they were hardware transform.

This PR completes the logic by making the CPU treat large FVF as though it was software transform.
2021-03-11 15:53:43 +00:00
lawnjelly
f723fa6db9 Batching - fix basis polarity in large fvf
Slight technical hitch, the basis was reversed that was sent to the shader, so rotations were opposite. This PR reverses polarity of the basis to be correct.
2021-03-11 14:26:54 +00:00
lawnjelly
9b6742346b Batching - fix off by one error in light scissoring
There have been a couple of reports of pixel lines when using light scissoring. These seem to be an off by one error caused by either rounding or pixel snapping.

This PR adds a single pixel boost to light scissor rects to protect against this. This should make little difference to performance.
2021-03-11 10:30:21 +00:00
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
lawnjelly
7d5cf60149 Disallow antialiasing for software skinned 2d polys
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.

This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
2021-03-01 08:26:59 +00:00
lawnjelly
e7d1735bff GLES - fix some sanitizer warnings
These are benign but worth fixing as it clears the log to find more important errors.

A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.

This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
2021-02-18 15:45:38 +00:00
lawnjelly
565cfc888e Batching - fix a couple of minor valgrind bugs.
Valgrind reported two instances of reading uninitialized memory in the batching. They are both pretty benign (as evidenced by no bug reports) but wise to close these.

The first is that when changing batch from a default batch it reads the batch color which is not set (as it is not relevant for default batches). The segment of code is not necessary when it has already deemed a batch change necessary (which will occur from a default batch). In addition this means that the count of color changes will be more accurate, rather than having a possible random value in.

The second is that on initialization _set_texture_rect_mode is called before the state has been properly initialized (it is initialized at the beginning of each canvas_begin, but this occurs outside of that).
2021-02-16 18:29:34 +00:00
lawnjelly
35ed654911 Batching - prevent reordering items over a copybackbuffer
Reordering an item from after a copybackbuffer to before would result in the wrong thing being rendered into the backbuffer.

This PR puts in a check to prevent reordering over such a boundary.
2021-02-09 09:03:50 +00:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
lawnjelly
1e99e893ef Batching - fix proxy textures (e.g. animated) especially ninepatch
Ninepatch code has a check to prevent use of zero sized textures. This didn't deal properly with animated textures, which use a proxy (link to another texture).

This PR uses a generalised method of getting textures, with built in support for proxy textures and protection against infinite loops.
2020-12-29 10:40:17 +00:00
lawnjelly
15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
lawnjelly
2d6cb3e208 Batching - Protection against zero and small sized ninepatches
Although the minimum size of ninepatches is set to the sum of the margins in normal use (through gdscript etc) it turns out that it is possible to programmatically create ninepatches that are small than this minimum - in particular zero size is used in sliders to not draw items.

This PR deals with zero sized ninepatches by not drawing anything, and has some basic protection for ninepatches smaller than the margins. Whether these occur in the wild is not clear but is put in for completeness.
2020-12-13 10:17:50 +00:00
lawnjelly
4c588c21e8 Fix ninepatch batch break logic.
I'd forgotten to add check for need for a new batch. Fixes visual anomalies, particularly tab container.
2020-11-30 10:29:52 +00:00
lawnjelly
7c4cf1c043 Batching - BackBuffer copy fix
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.

This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.

It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
2020-11-24 14:59:15 +00:00
Rémi Verschelde
5a66e66448
Merge pull request #43776 from lawnjelly/ewok_asserts3
2d Legacy - close vulnerabilities and more debug checks
2020-11-24 09:14:17 +01:00
lawnjelly
1d65b83cdb Put in check for zero sized textures
To prevent divide by zero.
2020-11-22 18:09:05 +00:00
lawnjelly
3c69377f10 2d Legacy - close vulnerabilities and more debug checks
While adding more debug checks to legacy renderer, I closed 2 types of vulnerabilities:

* TYPE_PRIMITIVE would previously read from uninitialized data if only specifying a single color
* Other legacy draw operations would fail in debug AFTER accessing out of bounds memory rather than before

Many calls to glBufferSubData are wrapped in a safe version which checks for out of bounds and exits the draw function if this is detected.
2020-11-22 16:09:02 +00:00
lawnjelly
4ae797b802 Batching - more error checking options
This adds some more error checking options for development, and simplifies the control flow checks which now become debug asserts.
2020-11-21 15:12:36 +00:00
lawnjelly
1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00
lawnjelly
f84f1e8b81 Prevent poly color path when translating batches than are non-poly
A previous fix for poly colors had caused a regression in the rect behaviour, this PR re-enables proper translation of rect batches.
2020-11-19 10:10:09 +00:00
lawnjelly
4cadae5713 Batching - blank UVs in polys that contain no UVs
Polys that have no texture assigned contain no UVs in the poly command. These were previously not blanked, leading to random values if read from a custom shader.

This PR just blanks them.
2020-11-18 10:36:47 +00:00
Rémi Verschelde
b38f7af4fd
Merge pull request #43498 from lawnjelly/ewok_poly_modulate
Poly colors fixes
2020-11-16 09:58:36 +01:00
lawnjelly
7183e3ce43 Fix 2d software skinning with scaled polys
In some situations where polygons were scaled, existing software skinning was producing incorrect results.

The transform inverse needed to use an affine inverse rather than a cheaper inverse to account for this scaling.
2020-11-14 13:24:10 +00:00
lawnjelly
e88b4f330e Poly colors fixes
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.

It also fixes poly vertex colors not being sent to OpenGL.
2020-11-13 13:23:28 +00:00
Rémi Verschelde
d3ffff3ad8
Merge pull request #43126 from lawnjelly/buffer_orphan_mode
Add project settings to manually specify API usage
2020-11-05 12:30:38 +01:00
lawnjelly
df4ef8dfac Batching - use legacy path for antialiased polys.
Antialiased polys work by drawing a smoothed line around the poly after the main drawing. Batching draws polys as a series of triangles with no concept of 'edge', and when 2 polys are joined it becomes impractical to back calculate the edges from the triangles.

For this reason batching is disabled for antialiased polys in this PR.
2020-11-05 10:50:50 +00:00
lawnjelly
5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
Rémi Verschelde
efdc5f0f89
Merge pull request #43054 from lawnjelly/ewok_fix_largefvf
Fix transforms in custom shaders using large FVF
2020-10-28 09:49:36 +01:00
lawnjelly
586285639a Fix lines used in item with custom shader
Lines are batched using the simplest fvf 'BatchVertex', however when used in an item with a custom shader material, it may attempt to translate to large_fvf without the required extra channels. To prevent this a special case in flushing is made to deal with lines.
2020-10-26 17:45:44 +00:00
lawnjelly
f4cb88e232 Fix transforms in custom shaders using large FVF
In small batches using hardware transform, vertices would be drawn in incorrect positions due to the item transform being applied twice - once in the transform uniform, and once from the transform passed as a vertex attribute.

This PR alters the shader to ignore uniform transforms when using large FVF.
2020-10-25 12:57:42 +00:00
lawnjelly
c2290dbedd Unified GLES2 / GLES3 Batching
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.
2020-10-16 10:34:47 +01:00