1e99e893ef
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.
3103 lines
110 KiB
C++
3103 lines
110 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_batcher.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_CANVAS_BATCHER_H
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#define RASTERIZER_CANVAS_BATCHER_H
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "rasterizer_array.h"
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#include "rasterizer_asserts.h"
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#include "rasterizer_storage_common.h"
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#include "servers/visual/rasterizer.h"
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// We are using the curiously recurring template pattern
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// https://en.wikipedia.org/wiki/Curiously_recurring_template_pattern
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// For static polymorphism.
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// This makes it super easy to access
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// data / call funcs in the derived rasterizers from the base without writing and
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// maintaining a boatload of virtual functions.
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// In addition it assures that vtable will not be used and the function calls can be optimized,
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// because it gives compile time static polymorphism.
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// These macros makes it simpler and less verbose to define (and redefine) the inline functions
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// template preamble
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#define T_PREAMBLE template <class T, typename T_STORAGE>
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// class preamble
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#define C_PREAMBLE RasterizerCanvasBatcher<T, T_STORAGE>
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// generic preamble
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#define PREAMBLE(RET_T) \
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T_PREAMBLE \
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RET_T C_PREAMBLE
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template <class T, typename T_STORAGE>
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class RasterizerCanvasBatcher {
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public:
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// used to determine whether we use hardware transform (none)
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// software transform all verts, or software transform just a translate
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// (no rotate or scale)
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enum TransformMode {
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TM_NONE,
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TM_ALL,
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TM_TRANSLATE,
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};
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// pod versions of vector and color and RID, need to be 32 bit for vertex format
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struct BatchVector2 {
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float x, y;
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void set(float xx, float yy) {
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x = xx;
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y = yy;
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}
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void set(const Vector2 &p_o) {
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x = p_o.x;
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y = p_o.y;
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}
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void to(Vector2 &r_o) const {
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r_o.x = x;
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r_o.y = y;
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}
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};
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struct BatchColor {
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float r, g, b, a;
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void set_white() {
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r = 1.0f;
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g = 1.0f;
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b = 1.0f;
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a = 1.0f;
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}
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void set(const Color &p_c) {
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r = p_c.r;
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g = p_c.g;
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b = p_c.b;
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a = p_c.a;
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}
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void set(float rr, float gg, float bb, float aa) {
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r = rr;
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g = gg;
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b = bb;
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a = aa;
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}
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bool operator==(const BatchColor &p_c) const {
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return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
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}
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bool operator!=(const BatchColor &p_c) const { return (*this == p_c) == false; }
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bool equals(const Color &p_c) const {
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return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
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}
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const float *get_data() const { return &r; }
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String to_string() const {
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String sz = "{";
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const float *data = get_data();
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for (int c = 0; c < 4; c++) {
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float f = data[c];
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int val = ((f * 255.0f) + 0.5f);
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sz += String(Variant(val)) + " ";
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}
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sz += "}";
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return sz;
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}
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};
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// simplest FVF - local or baked position
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struct BatchVertex {
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// must be 32 bit pod
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BatchVector2 pos;
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BatchVector2 uv;
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};
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// simple FVF but also incorporating baked color
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struct BatchVertexColored : public BatchVertex {
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// must be 32 bit pod
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BatchColor col;
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};
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// if we are using normal mapping, we need light angles to be sent
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struct BatchVertexLightAngled : public BatchVertexColored {
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// must be pod
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float light_angle;
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};
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// CUSTOM SHADER vertex formats. These are larger but will probably
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// be needed with custom shaders in order to have the data accessible in the shader.
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// if we are using COLOR in vertex shader but not position (VERTEX)
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struct BatchVertexModulated : public BatchVertexLightAngled {
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BatchColor modulate;
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};
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struct BatchTransform {
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BatchVector2 translate;
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BatchVector2 basis[2];
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};
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// last resort, specially for custom shader, we put everything possible into a huge FVF
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// not very efficient, but better than no batching at all.
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struct BatchVertexLarge : public BatchVertexModulated {
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// must be pod
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BatchTransform transform;
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};
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// Batch should be as small as possible, and ideally nicely aligned (is 32 bytes at the moment)
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struct Batch {
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RasterizerStorageCommon::BatchType type; // should be 16 bit
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uint16_t batch_texture_id;
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// also item reference number
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uint32_t first_command;
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// in the case of DEFAULT, this is num commands.
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// with rects, is number of command and rects.
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// with lines, is number of lines
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uint32_t num_commands;
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// first vertex of this batch in the vertex lists
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uint32_t first_vert;
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BatchColor color;
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};
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struct BatchTex {
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enum TileMode : uint32_t {
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TILE_OFF,
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TILE_NORMAL,
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TILE_FORCE_REPEAT,
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};
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RID RID_texture;
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RID RID_normal;
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TileMode tile_mode;
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BatchVector2 tex_pixel_size;
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uint32_t flags;
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};
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// items in a list to be sorted prior to joining
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struct BSortItem {
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// have a function to keep as pod, rather than operator
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void assign(const BSortItem &o) {
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item = o.item;
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z_index = o.z_index;
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}
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RasterizerCanvas::Item *item;
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int z_index;
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};
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// batch item may represent 1 or more items
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struct BItemJoined {
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uint32_t first_item_ref;
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uint32_t num_item_refs;
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Rect2 bounding_rect;
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// note the z_index may only be correct for the first of the joined item references
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// this has implications for light culling with z ranged lights.
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int16_t z_index;
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// these are defined in RasterizerStorageCommon::BatchFlags
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uint16_t flags;
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// we are always splitting items with lots of commands,
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// and items with unhandled primitives (default)
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bool use_hardware_transform() const { return num_item_refs == 1; }
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};
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struct BItemRef {
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RasterizerCanvas::Item *item;
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Color final_modulate;
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};
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struct BLightRegion {
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void reset() {
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light_bitfield = 0;
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shadow_bitfield = 0;
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too_many_lights = false;
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}
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uint64_t light_bitfield;
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uint64_t shadow_bitfield;
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bool too_many_lights; // we can only do light region optimization if there are 64 or less lights
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};
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struct BatchData {
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BatchData() {
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reset_flush();
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reset_joined_item();
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gl_vertex_buffer = 0;
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gl_index_buffer = 0;
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max_quads = 0;
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vertex_buffer_size_units = 0;
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vertex_buffer_size_bytes = 0;
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index_buffer_size_units = 0;
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index_buffer_size_bytes = 0;
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use_colored_vertices = false;
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settings_use_batching = false;
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settings_max_join_item_commands = 0;
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settings_colored_vertex_format_threshold = 0.0f;
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settings_batch_buffer_num_verts = 0;
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scissor_threshold_area = 0.0f;
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joined_item_batch_flags = 0;
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diagnose_frame = false;
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next_diagnose_tick = 10000;
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diagnose_frame_number = 9999999999; // some high number
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join_across_z_indices = true;
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settings_item_reordering_lookahead = 0;
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settings_use_batching_original_choice = false;
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settings_flash_batching = false;
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settings_diagnose_frame = false;
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settings_scissor_lights = false;
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settings_scissor_threshold = -1.0f;
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settings_use_single_rect_fallback = false;
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settings_use_software_skinning = true;
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settings_ninepatch_mode = 0; // default
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settings_light_max_join_items = 16;
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settings_uv_contract = false;
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settings_uv_contract_amount = 0.0f;
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buffer_mode_batch_upload_send_null = true;
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buffer_mode_batch_upload_flag_stream = false;
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stats_items_sorted = 0;
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stats_light_items_joined = 0;
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}
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// called for each joined item
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void reset_joined_item() {
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// noop but left in as a stub
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}
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// called after each flush
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void reset_flush() {
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batches.reset();
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batch_textures.reset();
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vertices.reset();
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light_angles.reset();
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vertex_colors.reset();
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vertex_modulates.reset();
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vertex_transforms.reset();
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total_quads = 0;
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total_verts = 0;
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total_color_changes = 0;
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use_light_angles = false;
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use_modulate = false;
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use_large_verts = false;
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fvf = RasterizerStorageCommon::FVF_REGULAR;
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}
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unsigned int gl_vertex_buffer;
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unsigned int gl_index_buffer;
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uint32_t max_quads;
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uint32_t vertex_buffer_size_units;
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uint32_t vertex_buffer_size_bytes;
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uint32_t index_buffer_size_units;
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uint32_t index_buffer_size_bytes;
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// small vertex FVF type - pos and UV.
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// This will always be written to initially, but can be translated
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// to larger FVFs if necessary.
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RasterizerArray<BatchVertex> vertices;
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// extra data which can be stored during prefilling, for later translation to larger FVFs
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RasterizerArray<float> light_angles;
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RasterizerArray<BatchColor> vertex_colors; // these aren't usually used, but are for polys
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RasterizerArray<BatchColor> vertex_modulates;
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RasterizerArray<BatchTransform> vertex_transforms;
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// instead of having a different buffer for each vertex FVF type
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// we have a special array big enough for the biggest FVF
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// which can have a changeable unit size, and reuse it.
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RasterizerUnitArray unit_vertices;
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RasterizerArray<Batch> batches;
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RasterizerArray<Batch> batches_temp; // used for translating to colored vertex batches
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RasterizerArray_non_pod<BatchTex> batch_textures; // the only reason this is non-POD is because of RIDs
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// SHOULD THESE BE IN FILLSTATE?
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// flexible vertex format.
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// all verts have pos and UV.
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// some have color, some light angles etc.
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RasterizerStorageCommon::FVF fvf;
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bool use_colored_vertices;
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bool use_light_angles;
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bool use_modulate;
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bool use_large_verts;
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// if the shader is using MODULATE, we prevent baking color so the final_modulate can
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// be read in the shader.
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// if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
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// to prevent the read position being incorrect.
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// These flags are defined in RasterizerStorageCommon::BatchFlags
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uint32_t joined_item_batch_flags;
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RasterizerArray<BItemJoined> items_joined;
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RasterizerArray<BItemRef> item_refs;
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// items are sorted prior to joining
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RasterizerArray<BSortItem> sort_items;
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// counts
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int total_quads;
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int total_verts;
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// we keep a record of how many color changes caused new batches
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// if the colors are causing an excessive number of batches, we switch
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// to alternate batching method and add color to the vertex format.
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int total_color_changes;
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// measured in pixels, recalculated each frame
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float scissor_threshold_area;
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// diagnose this frame, every nTh frame when settings_diagnose_frame is on
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bool diagnose_frame;
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String frame_string;
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uint32_t next_diagnose_tick;
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uint64_t diagnose_frame_number;
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// whether to join items across z_indices - this can interfere with z ranged lights,
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// so has to be disabled in some circumstances
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bool join_across_z_indices;
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// global settings
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bool settings_use_batching; // the current use_batching (affected by flash)
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bool settings_use_batching_original_choice; // the choice entered in project settings
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bool settings_flash_batching; // for regression testing, flash between non-batched and batched renderer
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bool settings_diagnose_frame; // print out batches to help optimize / regression test
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int settings_max_join_item_commands;
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float settings_colored_vertex_format_threshold;
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int settings_batch_buffer_num_verts;
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bool settings_scissor_lights;
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float settings_scissor_threshold; // 0.0 to 1.0
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int settings_item_reordering_lookahead;
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bool settings_use_single_rect_fallback;
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bool settings_use_software_skinning;
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int settings_light_max_join_items;
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int settings_ninepatch_mode;
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// buffer orphaning modes
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bool buffer_mode_batch_upload_send_null;
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bool buffer_mode_batch_upload_flag_stream;
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// uv contraction
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bool settings_uv_contract;
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float settings_uv_contract_amount;
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// only done on diagnose frame
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void reset_stats() {
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stats_items_sorted = 0;
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stats_light_items_joined = 0;
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}
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// frame stats (just for monitoring and debugging)
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int stats_items_sorted;
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int stats_light_items_joined;
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} bdata;
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struct FillState {
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void reset_flush() {
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// don't reset members that need to be preserved after flushing
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// half way through a list of commands
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curr_batch = 0;
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batch_tex_id = -1;
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texpixel_size = Vector2(1, 1);
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contract_uvs = false;
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sequence_batch_type_flags = 0;
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}
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void reset_joined_item(bool p_use_hardware_transform) {
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reset_flush();
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use_hardware_transform = p_use_hardware_transform;
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extra_matrix_sent = false;
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}
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// for batching multiple types, we don't allow mixing RECTs / LINEs etc.
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// using flags allows quicker rejection of sequences with different batch types
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uint32_t sequence_batch_type_flags;
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Batch *curr_batch;
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int batch_tex_id;
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bool use_hardware_transform;
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bool contract_uvs;
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Vector2 texpixel_size;
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Color final_modulate;
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TransformMode transform_mode;
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TransformMode orig_transform_mode;
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// support for extra matrices
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bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
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int transform_extra_command_number_p1; // plus one to allow fast checking against zero
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Transform2D transform_combined; // final * extra
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};
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// used during try_join
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struct RenderItemState {
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RenderItemState() { reset(); }
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void reset() {
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current_clip = nullptr;
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shader_cache = nullptr;
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rebind_shader = true;
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prev_use_skeleton = false;
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last_blend_mode = -1;
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canvas_last_material = RID();
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item_group_z = 0;
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item_group_light = nullptr;
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final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
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joined_item_batch_type_flags_curr = 0;
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joined_item_batch_type_flags_prev = 0;
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joined_item = nullptr;
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}
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RasterizerCanvas::Item *current_clip;
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typename T_STORAGE::Shader *shader_cache;
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bool rebind_shader;
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bool prev_use_skeleton;
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bool prev_distance_field;
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int last_blend_mode;
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RID canvas_last_material;
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Color final_modulate;
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// used for joining items only
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BItemJoined *joined_item;
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bool join_batch_break;
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BLightRegion light_region;
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// we need some logic to prevent joining items that have vastly different batch types
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// these are defined in RasterizerStorageCommon::BatchTypeFlags
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uint32_t joined_item_batch_type_flags_curr;
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uint32_t joined_item_batch_type_flags_prev;
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// 'item group' is data over a single call to canvas_render_items
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int item_group_z;
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Color item_group_modulate;
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RasterizerCanvas::Light *item_group_light;
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Transform2D item_group_base_transform;
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} _render_item_state;
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bool use_nvidia_rect_workaround;
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//////////////////////////////////////////////////////////////////////////////
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// End of structs used by the batcher. Beginning of funcs.
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private:
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// curiously recurring template pattern - allows access to functions in the DERIVED class
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// this is kind of like using virtual functions but more efficient as they are resolved at compile time
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T_STORAGE *get_storage() { return static_cast<const T *>(this)->storage; }
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const T_STORAGE *get_storage() const { return static_cast<const T *>(this)->storage; }
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T *get_this() { return static_cast<T *>(this); }
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const T *get_this() const { return static_cast<const T *>(this); }
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protected:
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// main functions called from the rasterizer canvas
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void batch_constructor();
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void batch_initialize();
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void batch_canvas_begin();
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void batch_canvas_end();
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void batch_canvas_render_items_begin(const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform);
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void batch_canvas_render_items_end();
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void batch_canvas_render_items(RasterizerCanvas::Item *p_item_list, int p_z, const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform);
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// recording and sorting items from the initial pass
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void record_items(RasterizerCanvas::Item *p_item_list, int p_z);
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void join_sorted_items();
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void sort_items();
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bool _sort_items_match(const BSortItem &p_a, const BSortItem &p_b) const;
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bool sort_items_from(int p_start);
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// joining logic
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bool _disallow_item_join_if_batch_types_too_different(RenderItemState &r_ris, uint32_t btf_allowed);
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bool _detect_item_batch_break(RenderItemState &r_ris, RasterizerCanvas::Item *p_ci, bool &r_batch_break);
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// drives the loop filling batches and flushing
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void render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit);
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private:
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// flush once full or end of joined item
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void flush_render_batches(RasterizerCanvas::Item *p_first_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, uint32_t p_sequence_batch_type_flags);
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// a single joined item can contain multiple itemrefs, and thus create lots of batches
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bool prefill_joined_item(FillState &r_fill_state, int &r_command_start, RasterizerCanvas::Item *p_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material);
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// prefilling different types of batch
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// default batch is an 'unhandled' legacy type batch that will be drawn with the legacy path,
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// all other batches are accelerated.
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void _prefill_default_batch(FillState &r_fill_state, int p_command_num, const RasterizerCanvas::Item &p_item);
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// accelerated batches
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bool _prefill_line(RasterizerCanvas::Item::CommandLine *p_line, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate);
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template <bool SEND_LIGHT_ANGLES>
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bool _prefill_ninepatch(RasterizerCanvas::Item::CommandNinePatch *p_np, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate);
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template <bool SEND_LIGHT_ANGLES>
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bool _prefill_polygon(RasterizerCanvas::Item::CommandPolygon *p_poly, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate);
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template <bool SEND_LIGHT_ANGLES>
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bool _prefill_rect(RasterizerCanvas::Item::CommandRect *rect, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item::Command *const *commands, RasterizerCanvas::Item *p_item, bool multiply_final_modulate);
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// dealing with textures
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int _batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match);
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protected:
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// legacy support for non batched mode
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void _legacy_canvas_item_render_commands(RasterizerCanvas::Item *p_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material);
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// light scissoring
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bool _light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const;
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bool _light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const;
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void _calculate_scissor_threshold_area();
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private:
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// translating vertex formats prior to rendering
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void _translate_batches_to_vertex_colored_FVF();
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template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
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void _translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags);
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protected:
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// accessory funcs
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void _software_transform_vertex(BatchVector2 &r_v, const Transform2D &p_tr) const;
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void _software_transform_vertex(Vector2 &r_v, const Transform2D &p_tr) const;
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TransformMode _find_transform_mode(const Transform2D &p_tr) const {
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// decided whether to do translate only for software transform
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if ((p_tr.elements[0].x == 1.0f) &&
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(p_tr.elements[0].y == 0.0f) &&
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(p_tr.elements[1].x == 0.0f) &&
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(p_tr.elements[1].y == 1.0f)) {
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return TM_TRANSLATE;
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}
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return TM_ALL;
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}
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bool _software_skin_poly(RasterizerCanvas::Item::CommandPolygon *p_poly, RasterizerCanvas::Item *p_item, BatchVertex *bvs, BatchColor *vertex_colors, const FillState &p_fill_state, const BatchColor *p_precalced_colors);
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typename T_STORAGE::Texture *_get_canvas_texture(const RID &p_texture) const {
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if (p_texture.is_valid()) {
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typename T_STORAGE::Texture *texture = get_storage()->texture_owner.getornull(p_texture);
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if (texture) {
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// could be a proxy texture (e.g. animated)
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if (texture->proxy) {
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// take care to prevent infinite loop
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int count = 0;
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while (texture->proxy) {
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texture = texture->proxy;
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count++;
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ERR_FAIL_COND_V_MSG(count == 16, nullptr, "Texture proxy infinite loop detected.");
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}
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}
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return texture->get_ptr();
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}
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}
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return nullptr;
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}
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public:
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Batch *_batch_request_new(bool p_blank = true) {
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Batch *batch = bdata.batches.request();
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if (!batch) {
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// grow the batches
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bdata.batches.grow();
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// and the temporary batches (used for color verts)
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bdata.batches_temp.reset();
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bdata.batches_temp.grow();
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// this should always succeed after growing
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batch = bdata.batches.request();
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RAST_DEBUG_ASSERT(batch);
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}
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if (p_blank)
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memset(batch, 0, sizeof(Batch));
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return batch;
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}
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BatchVertex *_batch_vertex_request_new() {
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return bdata.vertices.request();
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}
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protected:
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// no need to compile these in in release, they are unneeded outside the editor and only add to executable size
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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#include "batch_diagnose.inc"
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#endif
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};
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PREAMBLE(void)::batch_canvas_begin() {
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// diagnose_frame?
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bdata.frame_string = ""; // just in case, always set this as we don't want a string leak in release...
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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if (bdata.settings_diagnose_frame) {
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bdata.diagnose_frame = false;
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uint32_t tick = OS::get_singleton()->get_ticks_msec();
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uint64_t frame = Engine::get_singleton()->get_frames_drawn();
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if (tick >= bdata.next_diagnose_tick) {
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bdata.next_diagnose_tick = tick + 10000;
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// the plus one is prevent starting diagnosis half way through frame
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bdata.diagnose_frame_number = frame + 1;
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}
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if (frame == bdata.diagnose_frame_number) {
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bdata.diagnose_frame = true;
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bdata.reset_stats();
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}
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if (bdata.diagnose_frame) {
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bdata.frame_string = "canvas_begin FRAME " + itos(frame) + "\n";
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}
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}
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#endif
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}
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PREAMBLE(void)::batch_canvas_end() {
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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if (bdata.diagnose_frame) {
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bdata.frame_string += "canvas_end\n";
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if (bdata.stats_items_sorted) {
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bdata.frame_string += "\titems reordered: " + itos(bdata.stats_items_sorted) + "\n";
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}
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if (bdata.stats_light_items_joined) {
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bdata.frame_string += "\tlight items joined: " + itos(bdata.stats_light_items_joined) + "\n";
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}
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print_line(bdata.frame_string);
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}
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#endif
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}
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PREAMBLE(void)::batch_canvas_render_items_begin(const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform) {
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// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
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if (bdata.settings_flash_batching) {
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if ((Engine::get_singleton()->get_frames_drawn() % 2) == 0)
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bdata.settings_use_batching = true;
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else
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bdata.settings_use_batching = false;
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}
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if (!bdata.settings_use_batching) {
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return;
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}
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// this only needs to be done when screen size changes, but this should be
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// infrequent enough
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_calculate_scissor_threshold_area();
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// set up render item state for all the z_indexes (this is common to all z_indexes)
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_render_item_state.reset();
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_render_item_state.item_group_modulate = p_modulate;
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_render_item_state.item_group_light = p_light;
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_render_item_state.item_group_base_transform = p_base_transform;
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_render_item_state.light_region.reset();
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// batch break must be preserved over the different z indices,
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// to prevent joining to an item on a previous index if not allowed
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_render_item_state.join_batch_break = false;
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// whether to join across z indices depends on whether there are z ranged lights.
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// joined z_index items can be wrongly classified with z ranged lights.
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bdata.join_across_z_indices = true;
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int light_count = 0;
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while (p_light) {
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light_count++;
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if ((p_light->z_min != VS::CANVAS_ITEM_Z_MIN) || (p_light->z_max != VS::CANVAS_ITEM_Z_MAX)) {
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// prevent joining across z indices. This would have caused visual regressions
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bdata.join_across_z_indices = false;
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}
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p_light = p_light->next_ptr;
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}
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// can't use the light region bitfield if there are too many lights
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// hopefully most games won't blow this limit..
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// if they do they will work but it won't batch join items just in case
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if (light_count > 64) {
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_render_item_state.light_region.too_many_lights = true;
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}
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}
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PREAMBLE(void)::batch_canvas_render_items_end() {
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if (!bdata.settings_use_batching) {
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return;
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}
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join_sorted_items();
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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if (bdata.diagnose_frame) {
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bdata.frame_string += "items\n";
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}
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#endif
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// batching render is deferred until after going through all the z_indices, joining all the items
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get_this()->canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
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_render_item_state.item_group_light,
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_render_item_state.item_group_base_transform);
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bdata.items_joined.reset();
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bdata.item_refs.reset();
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bdata.sort_items.reset();
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}
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PREAMBLE(void)::batch_canvas_render_items(RasterizerCanvas::Item *p_item_list, int p_z, const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform) {
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// stage 1 : join similar items, so that their state changes are not repeated,
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// and commands from joined items can be batched together
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if (bdata.settings_use_batching) {
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record_items(p_item_list, p_z);
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return;
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}
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// only legacy renders at this stage, batched renderer doesn't render until canvas_render_items_end()
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get_this()->canvas_render_items_implementation(p_item_list, p_z, p_modulate, p_light, p_base_transform);
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}
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// Default batches will not occur in software transform only items
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// EXCEPT IN THE CASE OF SINGLE RECTS (and this may well not occur, check the logic in prefill_join_item TYPE_RECT)
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// but can occur where transform commands have been sent during hardware batch
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PREAMBLE(void)::_prefill_default_batch(FillState &r_fill_state, int p_command_num, const RasterizerCanvas::Item &p_item) {
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if (r_fill_state.curr_batch->type == RasterizerStorageCommon::BT_DEFAULT) {
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// don't need to flush an extra transform command?
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if (!r_fill_state.transform_extra_command_number_p1) {
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// another default command, just add to the existing batch
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r_fill_state.curr_batch->num_commands++;
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RAST_DEV_DEBUG_ASSERT(r_fill_state.curr_batch->num_commands <= p_command_num);
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} else {
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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if (r_fill_state.transform_extra_command_number_p1 != p_command_num) {
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WARN_PRINT_ONCE("_prefill_default_batch : transform_extra_command_number_p1 != p_command_num");
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}
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#endif
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// if the first member of the batch is a transform we have to be careful
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if (!r_fill_state.curr_batch->num_commands) {
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// there can be leading useless extra transforms (sometimes happens with debug collision polys)
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// we need to rejig the first_command for the first useful transform
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r_fill_state.curr_batch->first_command += r_fill_state.transform_extra_command_number_p1 - 1;
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}
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// we do have a pending extra transform command to flush
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// either the extra transform is in the prior command, or not, in which case we need 2 batches
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r_fill_state.curr_batch->num_commands += 2;
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r_fill_state.transform_extra_command_number_p1 = 0; // mark as sent
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r_fill_state.extra_matrix_sent = true;
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// the original mode should always be hardware transform ..
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// test this assumption
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//CRASH_COND(r_fill_state.orig_transform_mode != TM_NONE);
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r_fill_state.transform_mode = r_fill_state.orig_transform_mode;
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|
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// do we need to restore anything else?
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}
|
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} else {
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|
// end of previous different type batch, so start new default batch
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|
|
// first consider whether there is a dirty extra matrix to send
|
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if (r_fill_state.transform_extra_command_number_p1) {
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|
// get which command the extra is in, and blank all the records as it no longer is stored CPU side
|
|
int extra_command = r_fill_state.transform_extra_command_number_p1 - 1; // plus 1 based
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r_fill_state.transform_extra_command_number_p1 = 0;
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r_fill_state.extra_matrix_sent = true;
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|
|
|
// send the extra to the GPU in a batch
|
|
r_fill_state.curr_batch = _batch_request_new();
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|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
r_fill_state.curr_batch->first_command = extra_command;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
|
|
// revert to the original transform mode
|
|
// e.g. go back to NONE if we were in hardware transform mode
|
|
r_fill_state.transform_mode = r_fill_state.orig_transform_mode;
|
|
|
|
// reset the original transform if we are going back to software mode,
|
|
// because the extra is now done on the GPU...
|
|
// (any subsequent extras are sent directly to the GPU, no deferring)
|
|
if (r_fill_state.orig_transform_mode != TM_NONE) {
|
|
r_fill_state.transform_combined = p_item.final_transform;
|
|
}
|
|
|
|
// can possibly combine batch with the next one in some cases
|
|
// this is more efficient than having an extra batch especially for the extra
|
|
if ((extra_command + 1) == p_command_num) {
|
|
r_fill_state.curr_batch->num_commands = 2;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// start default batch
|
|
r_fill_state.curr_batch = _batch_request_new();
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
r_fill_state.curr_batch->first_command = p_command_num;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(int)::_batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match) {
|
|
|
|
// optimization .. in 99% cases the last matched value will be the same, so no need to traverse the list
|
|
if (p_previous_match > 0) // if it is zero, it will get hit first in the linear search anyway
|
|
{
|
|
const BatchTex &batch_texture = bdata.batch_textures[p_previous_match];
|
|
|
|
// note for future reference, if RID implementation changes, this could become more expensive
|
|
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
|
|
// tiling mode must also match
|
|
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
|
|
|
|
if (tiles == p_tile)
|
|
// match!
|
|
return p_previous_match;
|
|
}
|
|
}
|
|
|
|
// not the previous match .. we will do a linear search ... slower, but should happen
|
|
// not very often except with non-batchable runs, which are going to be slow anyway
|
|
// n.b. could possibly be replaced later by a fast hash table
|
|
for (int n = 0; n < bdata.batch_textures.size(); n++) {
|
|
const BatchTex &batch_texture = bdata.batch_textures[n];
|
|
if ((batch_texture.RID_texture == p_texture) && (batch_texture.RID_normal == p_normal)) {
|
|
|
|
// tiling mode must also match
|
|
bool tiles = batch_texture.tile_mode != BatchTex::TILE_OFF;
|
|
|
|
if (tiles == p_tile)
|
|
// match!
|
|
return n;
|
|
}
|
|
}
|
|
|
|
// pushing back from local variable .. not ideal but has to use a Vector because non pod
|
|
// due to RIDs
|
|
BatchTex new_batch_tex;
|
|
new_batch_tex.RID_texture = p_texture;
|
|
new_batch_tex.RID_normal = p_normal;
|
|
|
|
// get the texture
|
|
typename T_STORAGE::Texture *texture = _get_canvas_texture(p_texture);
|
|
|
|
if (texture) {
|
|
// special case, there can be textures with no width or height
|
|
int w = texture->width;
|
|
int h = texture->height;
|
|
|
|
if (!w || !h) {
|
|
w = 1;
|
|
h = 1;
|
|
}
|
|
|
|
new_batch_tex.tex_pixel_size.x = 1.0 / w;
|
|
new_batch_tex.tex_pixel_size.y = 1.0 / h;
|
|
new_batch_tex.flags = texture->flags;
|
|
} else {
|
|
// maybe doesn't need doing...
|
|
new_batch_tex.tex_pixel_size.x = 1.0f;
|
|
new_batch_tex.tex_pixel_size.y = 1.0f;
|
|
new_batch_tex.flags = 0;
|
|
}
|
|
|
|
if (p_tile) {
|
|
if (texture) {
|
|
// default
|
|
new_batch_tex.tile_mode = BatchTex::TILE_NORMAL;
|
|
|
|
// no hardware support for non power of 2 tiling
|
|
if (!get_storage()->config.support_npot_repeat_mipmap) {
|
|
if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
|
|
new_batch_tex.tile_mode = BatchTex::TILE_FORCE_REPEAT;
|
|
}
|
|
}
|
|
} else {
|
|
// this should not happen?
|
|
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
|
|
}
|
|
} else {
|
|
new_batch_tex.tile_mode = BatchTex::TILE_OFF;
|
|
}
|
|
|
|
// push back
|
|
bdata.batch_textures.push_back(new_batch_tex);
|
|
|
|
return bdata.batch_textures.size() - 1;
|
|
}
|
|
|
|
PREAMBLE(void)::batch_constructor() {
|
|
bdata.settings_use_batching = false;
|
|
|
|
#ifdef GLES_OVER_GL
|
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
|
|
#else
|
|
// Not needed (a priori) on GLES devices
|
|
use_nvidia_rect_workaround = false;
|
|
#endif
|
|
}
|
|
|
|
PREAMBLE(void)::batch_initialize() {
|
|
bdata.settings_use_batching = GLOBAL_GET("rendering/batching/options/use_batching");
|
|
bdata.settings_max_join_item_commands = GLOBAL_GET("rendering/batching/parameters/max_join_item_commands");
|
|
bdata.settings_colored_vertex_format_threshold = GLOBAL_GET("rendering/batching/parameters/colored_vertex_format_threshold");
|
|
bdata.settings_item_reordering_lookahead = GLOBAL_GET("rendering/batching/parameters/item_reordering_lookahead");
|
|
bdata.settings_light_max_join_items = GLOBAL_GET("rendering/batching/lights/max_join_items");
|
|
bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/batching/options/single_rect_fallback");
|
|
bdata.settings_use_software_skinning = GLOBAL_GET("rendering/quality/2d/use_software_skinning");
|
|
bdata.settings_ninepatch_mode = GLOBAL_GET("rendering/quality/2d/ninepatch_mode");
|
|
|
|
// alternatively only enable uv contract if pixel snap in use,
|
|
// but with this enable bool, it should not be necessary
|
|
bdata.settings_uv_contract = GLOBAL_GET("rendering/batching/precision/uv_contract");
|
|
bdata.settings_uv_contract_amount = (float)GLOBAL_GET("rendering/batching/precision/uv_contract_amount") / 1000000.0f;
|
|
|
|
// we can use the threshold to determine whether to turn scissoring off or on
|
|
bdata.settings_scissor_threshold = GLOBAL_GET("rendering/batching/lights/scissor_area_threshold");
|
|
if (bdata.settings_scissor_threshold > 0.999f) {
|
|
bdata.settings_scissor_lights = false;
|
|
} else {
|
|
bdata.settings_scissor_lights = true;
|
|
|
|
// apply power of 4 relationship for the area, as most of the important changes
|
|
// will be happening at low values of scissor threshold
|
|
bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
|
|
bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
|
|
}
|
|
|
|
// The sweet spot on my desktop for cache is actually smaller than the max, and this
|
|
// is the default. This saves memory too so we will use it for now, needs testing to see whether this varies according
|
|
// to device / platform.
|
|
bdata.settings_batch_buffer_num_verts = GLOBAL_GET("rendering/batching/parameters/batch_buffer_size");
|
|
|
|
// override the use_batching setting in the editor
|
|
// (note that if the editor can't start, you can't change the use_batching project setting!)
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
bool use_in_editor = GLOBAL_GET("rendering/batching/options/use_batching_in_editor");
|
|
bdata.settings_use_batching = use_in_editor;
|
|
|
|
// fix some settings in the editor, as the performance not worth the risk
|
|
bdata.settings_use_single_rect_fallback = false;
|
|
}
|
|
|
|
// if we are using batching, we will purposefully disable the nvidia workaround.
|
|
// This is because the only reason to use the single rect fallback is the approx 2x speed
|
|
// of the uniform drawing technique. If we used nvidia workaround, speed would be
|
|
// approx equal to the batcher drawing technique (indexed primitive + VB).
|
|
if (bdata.settings_use_batching) {
|
|
use_nvidia_rect_workaround = false;
|
|
}
|
|
|
|
// For debugging, if flash is set in project settings, it will flash on alternate frames
|
|
// between the non-batched renderer and the batched renderer,
|
|
// in order to find regressions.
|
|
// This should not be used except during development.
|
|
// make a note of the original choice in case we are flashing on and off the batching
|
|
bdata.settings_use_batching_original_choice = bdata.settings_use_batching;
|
|
bdata.settings_flash_batching = GLOBAL_GET("rendering/batching/debug/flash_batching");
|
|
if (!bdata.settings_use_batching) {
|
|
// no flash when batching turned off
|
|
bdata.settings_flash_batching = false;
|
|
}
|
|
|
|
// frame diagnosis. print out the batches every nth frame
|
|
bdata.settings_diagnose_frame = false;
|
|
if (!Engine::get_singleton()->is_editor_hint() && bdata.settings_use_batching) {
|
|
// {
|
|
bdata.settings_diagnose_frame = GLOBAL_GET("rendering/batching/debug/diagnose_frame");
|
|
}
|
|
|
|
// the maximum num quads in a batch is limited by GLES2. We can have only 16 bit indices,
|
|
// which means we can address a vertex buffer of max size 65535. 4 vertices are needed per quad.
|
|
|
|
// Note this determines the memory use by the vertex buffer vector. max quads (65536/4)-1
|
|
// but can be reduced to save memory if really required (will result in more batches though)
|
|
const int max_possible_quads = (65536 / 4) - 1;
|
|
const int min_possible_quads = 8; // some reasonable small value
|
|
|
|
// value from project settings
|
|
int max_quads = bdata.settings_batch_buffer_num_verts / 4;
|
|
|
|
// sanity checks
|
|
max_quads = CLAMP(max_quads, min_possible_quads, max_possible_quads);
|
|
bdata.settings_max_join_item_commands = CLAMP(bdata.settings_max_join_item_commands, 0, 65535);
|
|
bdata.settings_colored_vertex_format_threshold = CLAMP(bdata.settings_colored_vertex_format_threshold, 0.0f, 1.0f);
|
|
bdata.settings_scissor_threshold = CLAMP(bdata.settings_scissor_threshold, 0.0f, 1.0f);
|
|
bdata.settings_light_max_join_items = CLAMP(bdata.settings_light_max_join_items, 0, 65535);
|
|
bdata.settings_item_reordering_lookahead = CLAMP(bdata.settings_item_reordering_lookahead, 0, 65535);
|
|
|
|
// for debug purposes, output a string with the batching options
|
|
String batching_options_string = "OpenGL ES Batching: ";
|
|
if (bdata.settings_use_batching) {
|
|
batching_options_string += "ON";
|
|
|
|
if (OS::get_singleton()->is_stdout_verbose()) {
|
|
batching_options_string += "\n\tOPTIONS\n";
|
|
batching_options_string += "\tmax_join_item_commands " + itos(bdata.settings_max_join_item_commands) + "\n";
|
|
batching_options_string += "\tcolored_vertex_format_threshold " + String(Variant(bdata.settings_colored_vertex_format_threshold)) + "\n";
|
|
batching_options_string += "\tbatch_buffer_size " + itos(bdata.settings_batch_buffer_num_verts) + "\n";
|
|
batching_options_string += "\tlight_scissor_area_threshold " + String(Variant(bdata.settings_scissor_threshold)) + "\n";
|
|
|
|
batching_options_string += "\titem_reordering_lookahead " + itos(bdata.settings_item_reordering_lookahead) + "\n";
|
|
batching_options_string += "\tlight_max_join_items " + itos(bdata.settings_light_max_join_items) + "\n";
|
|
batching_options_string += "\tsingle_rect_fallback " + String(Variant(bdata.settings_use_single_rect_fallback)) + "\n";
|
|
|
|
batching_options_string += "\tdebug_flash " + String(Variant(bdata.settings_flash_batching)) + "\n";
|
|
batching_options_string += "\tdiagnose_frame " + String(Variant(bdata.settings_diagnose_frame));
|
|
}
|
|
|
|
print_line(batching_options_string);
|
|
}
|
|
|
|
// special case, for colored vertex format threshold.
|
|
// as the comparison is >=, we want to be able to totally turn on or off
|
|
// conversion to colored vertex format at the extremes, so we will force
|
|
// 1.0 to be just above 1.0
|
|
if (bdata.settings_colored_vertex_format_threshold > 0.995f) {
|
|
bdata.settings_colored_vertex_format_threshold = 1.01f;
|
|
}
|
|
|
|
// save memory when batching off
|
|
if (!bdata.settings_use_batching) {
|
|
max_quads = 0;
|
|
}
|
|
|
|
uint32_t sizeof_batch_vert = sizeof(BatchVertex);
|
|
|
|
bdata.max_quads = max_quads;
|
|
|
|
// 4 verts per quad
|
|
bdata.vertex_buffer_size_units = max_quads * 4;
|
|
|
|
// the index buffer can be longer than 65535, only the indices need to be within this range
|
|
bdata.index_buffer_size_units = max_quads * 6;
|
|
|
|
const int max_verts = bdata.vertex_buffer_size_units;
|
|
|
|
// this comes out at approx 64K for non-colored vertex buffer, and 128K for colored vertex buffer
|
|
bdata.vertex_buffer_size_bytes = max_verts * sizeof_batch_vert;
|
|
bdata.index_buffer_size_bytes = bdata.index_buffer_size_units * 2; // 16 bit inds
|
|
|
|
// create equal number of normal and (max) unit sized verts (as the normal may need to be translated to a larger FVF)
|
|
bdata.vertices.create(max_verts); // 512k
|
|
bdata.unit_vertices.create(max_verts, sizeof(BatchVertexLarge));
|
|
|
|
// extra data per vert needed for larger FVFs
|
|
bdata.light_angles.create(max_verts);
|
|
bdata.vertex_colors.create(max_verts);
|
|
bdata.vertex_modulates.create(max_verts);
|
|
bdata.vertex_transforms.create(max_verts);
|
|
|
|
// num batches will be auto increased dynamically if required
|
|
bdata.batches.create(1024);
|
|
bdata.batches_temp.create(bdata.batches.max_size());
|
|
|
|
// batch textures can also be increased dynamically
|
|
bdata.batch_textures.create(32);
|
|
}
|
|
|
|
PREAMBLE(bool)::_light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const {
|
|
|
|
float area_item = p_item_rect.size.x * p_item_rect.size.y; // double check these are always positive
|
|
|
|
// quick reject .. the area of pixels saved can never be more than the area of the item
|
|
if (area_item < bdata.scissor_threshold_area) {
|
|
return false;
|
|
}
|
|
|
|
Rect2 cliprect;
|
|
if (!_light_find_intersection(p_item_rect, p_light_xform, p_light_rect, cliprect)) {
|
|
// should not really occur .. but just in case
|
|
cliprect = Rect2(0, 0, 0, 0);
|
|
} else {
|
|
// some conditions not to scissor
|
|
// determine the area (fill rate) that will be saved
|
|
float area_cliprect = cliprect.size.x * cliprect.size.y;
|
|
float area_saved = area_item - area_cliprect;
|
|
|
|
// if area saved is too small, don't scissor
|
|
if (area_saved < bdata.scissor_threshold_area) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int rh = get_storage()->frame.current_rt->height;
|
|
|
|
int y = rh - (cliprect.position.y + cliprect.size.y);
|
|
if (get_storage()->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
|
|
y = cliprect.position.y;
|
|
get_this()->gl_enable_scissor(cliprect.position.x, y, cliprect.size.width, cliprect.size.height);
|
|
|
|
return true;
|
|
}
|
|
|
|
PREAMBLE(bool)::_light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const {
|
|
// transform light to world space (note this is done in the earlier intersection test, so could
|
|
// be made more efficient)
|
|
Vector2 pts[4] = {
|
|
p_light_xform.xform(p_light_rect.position),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y)),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x, p_light_rect.position.y + p_light_rect.size.y)),
|
|
p_light_xform.xform(Vector2(p_light_rect.position.x + p_light_rect.size.x, p_light_rect.position.y + p_light_rect.size.y)),
|
|
};
|
|
|
|
// calculate the light bound rect in world space
|
|
Rect2 lrect(pts[0].x, pts[0].y, 0, 0);
|
|
for (int n = 1; n < 4; n++) {
|
|
lrect.expand_to(pts[n]);
|
|
}
|
|
|
|
// intersection between the 2 rects
|
|
// they should probably always intersect, because of earlier check, but just in case...
|
|
if (!p_item_rect.intersects(lrect))
|
|
return false;
|
|
|
|
// note this does almost the same as Rect2.clip but slightly more efficient for our use case
|
|
r_cliprect.position.x = MAX(p_item_rect.position.x, lrect.position.x);
|
|
r_cliprect.position.y = MAX(p_item_rect.position.y, lrect.position.y);
|
|
|
|
Point2 item_rect_end = p_item_rect.position + p_item_rect.size;
|
|
Point2 lrect_end = lrect.position + lrect.size;
|
|
|
|
r_cliprect.size.x = MIN(item_rect_end.x, lrect_end.x) - r_cliprect.position.x;
|
|
r_cliprect.size.y = MIN(item_rect_end.y, lrect_end.y) - r_cliprect.position.y;
|
|
|
|
return true;
|
|
}
|
|
|
|
PREAMBLE(void)::_calculate_scissor_threshold_area() {
|
|
if (!bdata.settings_scissor_lights) {
|
|
return;
|
|
}
|
|
|
|
// scissor area threshold is 0.0 to 1.0 in the settings for ease of use.
|
|
// we need to translate to an absolute area to determine quickly whether
|
|
// to scissor.
|
|
if (bdata.settings_scissor_threshold < 0.0001f) {
|
|
bdata.scissor_threshold_area = -1.0f; // will always pass
|
|
} else {
|
|
// in pixels
|
|
int w = get_storage()->frame.current_rt->width;
|
|
int h = get_storage()->frame.current_rt->height;
|
|
|
|
int screen_area = w * h;
|
|
|
|
bdata.scissor_threshold_area = bdata.settings_scissor_threshold * screen_area;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(bool)::_prefill_line(RasterizerCanvas::Item::CommandLine *p_line, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate) {
|
|
bool change_batch = false;
|
|
|
|
// we have separate batch types for non and anti aliased lines.
|
|
// You can't batch the different types together.
|
|
RasterizerStorageCommon::BatchType line_batch_type = RasterizerStorageCommon::BT_LINE;
|
|
uint32_t line_batch_flags = RasterizerStorageCommon::BTF_LINE;
|
|
#ifdef GLES_OVER_GL
|
|
if (p_line->antialiased) {
|
|
line_batch_type = RasterizerStorageCommon::BT_LINE_AA;
|
|
line_batch_flags = RasterizerStorageCommon::BTF_LINE_AA;
|
|
}
|
|
#endif
|
|
|
|
// conditions for creating a new batch
|
|
if (r_fill_state.curr_batch->type != line_batch_type) {
|
|
if (r_fill_state.sequence_batch_type_flags & (~line_batch_flags)) {
|
|
// don't allow joining to a different sequence type
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
r_fill_state.sequence_batch_type_flags |= line_batch_flags;
|
|
|
|
change_batch = true;
|
|
}
|
|
|
|
// get the baked line color
|
|
Color col = p_line->color;
|
|
|
|
if (multiply_final_modulate)
|
|
col *= r_fill_state.final_modulate;
|
|
|
|
BatchColor bcol;
|
|
bcol.set(col);
|
|
|
|
// if the color has changed we need a new batch
|
|
// (only single color line batches supported so far)
|
|
if (r_fill_state.curr_batch->color != bcol)
|
|
change_batch = true;
|
|
|
|
// not sure if needed
|
|
r_fill_state.batch_tex_id = -1;
|
|
|
|
// try to create vertices BEFORE creating a batch,
|
|
// because if the vertex buffer is full, we need to finish this
|
|
// function, draw what we have so far, and then start a new set of batches
|
|
|
|
// request multiple vertices at a time, this is more efficient
|
|
BatchVertex *bvs = bdata.vertices.request(2);
|
|
if (!bvs) {
|
|
// run out of space in the vertex buffer .. finish this function and draw what we have so far
|
|
// return where we got to
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
|
|
if (change_batch) {
|
|
|
|
// open new batch (this should never fail, it dynamically grows)
|
|
r_fill_state.curr_batch = _batch_request_new(false);
|
|
|
|
r_fill_state.curr_batch->type = line_batch_type;
|
|
r_fill_state.curr_batch->color = bcol;
|
|
r_fill_state.curr_batch->batch_texture_id = -1;
|
|
r_fill_state.curr_batch->first_command = command_num;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
//r_fill_state.curr_batch->first_quad = bdata.total_quads;
|
|
r_fill_state.curr_batch->first_vert = bdata.total_verts;
|
|
} else {
|
|
// we could alternatively do the count when closing a batch .. perhaps more efficient
|
|
r_fill_state.curr_batch->num_commands++;
|
|
}
|
|
|
|
// fill the geometry
|
|
Vector2 from = p_line->from;
|
|
Vector2 to = p_line->to;
|
|
|
|
if (r_fill_state.transform_mode != TM_NONE) {
|
|
_software_transform_vertex(from, r_fill_state.transform_combined);
|
|
_software_transform_vertex(to, r_fill_state.transform_combined);
|
|
}
|
|
|
|
bvs[0].pos.set(from);
|
|
bvs[0].uv.set(0, 0); // may not be necessary
|
|
bvs[1].pos.set(to);
|
|
bvs[1].uv.set(0, 0);
|
|
|
|
bdata.total_verts += 2;
|
|
|
|
return false;
|
|
}
|
|
|
|
//unsigned int _ninepatch_apply_tiling_modes(RasterizerCanvas::Item::CommandNinePatch *p_np, Rect2 &r_source) {
|
|
// unsigned int rect_flags = 0;
|
|
|
|
// switch (p_np->axis_x) {
|
|
// default:
|
|
// break;
|
|
// case VisualServer::NINE_PATCH_TILE: {
|
|
// r_source.size.x = p_np->rect.size.x;
|
|
// rect_flags = RasterizerCanvas::CANVAS_RECT_TILE;
|
|
// } break;
|
|
// case VisualServer::NINE_PATCH_TILE_FIT: {
|
|
// // prevent divide by zero (may never happen)
|
|
// if (r_source.size.x) {
|
|
// int units = p_np->rect.size.x / r_source.size.x;
|
|
// if (!units)
|
|
// units++;
|
|
// r_source.size.x = r_source.size.x * units;
|
|
// rect_flags = RasterizerCanvas::CANVAS_RECT_TILE;
|
|
// }
|
|
// } break;
|
|
// }
|
|
|
|
// switch (p_np->axis_y) {
|
|
// default:
|
|
// break;
|
|
// case VisualServer::NINE_PATCH_TILE: {
|
|
// r_source.size.y = p_np->rect.size.y;
|
|
// rect_flags = RasterizerCanvas::CANVAS_RECT_TILE;
|
|
// } break;
|
|
// case VisualServer::NINE_PATCH_TILE_FIT: {
|
|
// // prevent divide by zero (may never happen)
|
|
// if (r_source.size.y) {
|
|
// int units = p_np->rect.size.y / r_source.size.y;
|
|
// if (!units)
|
|
// units++;
|
|
// r_source.size.y = r_source.size.y * units;
|
|
// rect_flags = RasterizerCanvas::CANVAS_RECT_TILE;
|
|
// }
|
|
// } break;
|
|
// }
|
|
|
|
// return rect_flags;
|
|
//}
|
|
|
|
T_PREAMBLE
|
|
template <bool SEND_LIGHT_ANGLES>
|
|
bool C_PREAMBLE::_prefill_ninepatch(RasterizerCanvas::Item::CommandNinePatch *p_np, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate) {
|
|
typename T_STORAGE::Texture *tex = _get_canvas_texture(p_np->texture);
|
|
|
|
if (!tex) {
|
|
// FIXME: Handle textureless ninepatch gracefully
|
|
WARN_PRINT("NinePatch without texture not supported yet, skipping.");
|
|
return false;
|
|
}
|
|
|
|
if (tex->width == 0 || tex->height == 0) {
|
|
WARN_PRINT("Cannot set empty texture to NinePatch.");
|
|
return false;
|
|
}
|
|
|
|
// cope with ninepatch of zero area. These cannot be created by the user interface or gdscript, but can
|
|
// be created programmatically from c++, e.g. by the Godot UI for sliders. We will just not draw these.
|
|
if ((p_np->rect.size.x * p_np->rect.size.y) <= 0.0f) {
|
|
return false;
|
|
}
|
|
|
|
// conditions for creating a new batch
|
|
if (r_fill_state.curr_batch->type != RasterizerStorageCommon::BT_RECT) {
|
|
|
|
// don't allow joining to a different sequence type
|
|
if (r_fill_state.sequence_batch_type_flags & (~RasterizerStorageCommon::BTF_RECT)) {
|
|
// don't allow joining to a different sequence type
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// first check there are enough verts for this to complete successfully
|
|
if (bdata.vertices.size() + (4 * 9) > bdata.vertices.max_size()) {
|
|
// return where we got to
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
|
|
// create a temporary rect so we can reuse the rect routine
|
|
RasterizerCanvas::Item::CommandRect trect;
|
|
|
|
trect.texture = p_np->texture;
|
|
trect.normal_map = p_np->normal_map;
|
|
trect.modulate = p_np->color;
|
|
trect.flags = RasterizerCanvas::CANVAS_RECT_REGION;
|
|
|
|
//Size2 texpixel_size(1.0f / tex->width, 1.0f / tex->height);
|
|
|
|
Rect2 source = p_np->source;
|
|
if (source.size.x == 0 && source.size.y == 0) {
|
|
source.size.x = tex->width;
|
|
source.size.y = tex->height;
|
|
}
|
|
|
|
float screen_scale = 1.0f;
|
|
|
|
// optional crazy ninepatch scaling mode
|
|
if ((bdata.settings_ninepatch_mode == 1) && (source.size.x != 0) && (source.size.y != 0)) {
|
|
screen_scale = MIN(p_np->rect.size.x / source.size.x, p_np->rect.size.y / source.size.y);
|
|
screen_scale = MIN(1.0, screen_scale);
|
|
}
|
|
|
|
// deal with nine patch texture wrapping modes
|
|
// this is switched off because it may not be possible with batching
|
|
// trect.flags |= _ninepatch_apply_tiling_modes(p_np, source);
|
|
|
|
// translate to rects
|
|
Rect2 &rt = trect.rect;
|
|
Rect2 &src = trect.source;
|
|
|
|
float tex_margin_left = p_np->margin[MARGIN_LEFT];
|
|
float tex_margin_right = p_np->margin[MARGIN_RIGHT];
|
|
float tex_margin_top = p_np->margin[MARGIN_TOP];
|
|
float tex_margin_bottom = p_np->margin[MARGIN_BOTTOM];
|
|
|
|
float x[4];
|
|
x[0] = p_np->rect.position.x;
|
|
x[1] = x[0] + (p_np->margin[MARGIN_LEFT] * screen_scale);
|
|
x[3] = x[0] + (p_np->rect.size.x);
|
|
x[2] = x[3] - (p_np->margin[MARGIN_RIGHT] * screen_scale);
|
|
|
|
float y[4];
|
|
y[0] = p_np->rect.position.y;
|
|
y[1] = y[0] + (p_np->margin[MARGIN_TOP] * screen_scale);
|
|
y[3] = y[0] + (p_np->rect.size.y);
|
|
y[2] = y[3] - (p_np->margin[MARGIN_BOTTOM] * screen_scale);
|
|
|
|
float u[4];
|
|
u[0] = source.position.x;
|
|
u[1] = u[0] + tex_margin_left;
|
|
u[3] = u[0] + source.size.x;
|
|
u[2] = u[3] - tex_margin_right;
|
|
|
|
float v[4];
|
|
v[0] = source.position.y;
|
|
v[1] = v[0] + tex_margin_top;
|
|
v[3] = v[0] + source.size.y;
|
|
v[2] = v[3] - tex_margin_bottom;
|
|
|
|
// Some protection for the use of ninepatches with rect size smaller than margin size.
|
|
// Note these cannot be produced by the UI, only programmatically, and the results
|
|
// are somewhat undefined, because the margins overlap.
|
|
// Ninepatch get_minimum_size() forces minimum size to be the sum of the margins.
|
|
// So this should occur very rarely if ever. Consider commenting these 4 lines out for higher speed
|
|
// in ninepatches.
|
|
x[1] = MIN(x[1], x[3]);
|
|
x[2] = MIN(x[2], x[3]);
|
|
y[1] = MIN(y[1], y[3]);
|
|
y[2] = MIN(y[2], y[3]);
|
|
|
|
// temporarily override to prevent single rect fallback
|
|
bool single_rect_fallback = bdata.settings_use_single_rect_fallback;
|
|
bdata.settings_use_single_rect_fallback = false;
|
|
|
|
// each line of the ninepatch
|
|
for (int line = 0; line < 3; line++) {
|
|
rt.position = Vector2(x[0], y[line]);
|
|
rt.size = Vector2(x[1] - x[0], y[line + 1] - y[line]);
|
|
src.position = Vector2(u[0], v[line]);
|
|
src.size = Vector2(u[1] - u[0], v[line + 1] - v[line]);
|
|
_prefill_rect<SEND_LIGHT_ANGLES>(&trect, r_fill_state, r_command_start, command_num, command_count, nullptr, p_item, multiply_final_modulate);
|
|
|
|
if ((line == 1) && (!p_np->draw_center))
|
|
;
|
|
else {
|
|
rt.position.x = x[1];
|
|
rt.size.x = x[2] - x[1];
|
|
src.position.x = u[1];
|
|
src.size.x = u[2] - u[1];
|
|
_prefill_rect<SEND_LIGHT_ANGLES>(&trect, r_fill_state, r_command_start, command_num, command_count, nullptr, p_item, multiply_final_modulate);
|
|
}
|
|
|
|
rt.position.x = x[2];
|
|
rt.size.x = x[3] - x[2];
|
|
src.position.x = u[2];
|
|
src.size.x = u[3] - u[2];
|
|
_prefill_rect<SEND_LIGHT_ANGLES>(&trect, r_fill_state, r_command_start, command_num, command_count, nullptr, p_item, multiply_final_modulate);
|
|
}
|
|
|
|
// restore single rect fallback
|
|
bdata.settings_use_single_rect_fallback = single_rect_fallback;
|
|
return false;
|
|
}
|
|
|
|
T_PREAMBLE
|
|
template <bool SEND_LIGHT_ANGLES>
|
|
bool C_PREAMBLE::_prefill_polygon(RasterizerCanvas::Item::CommandPolygon *p_poly, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item *p_item, bool multiply_final_modulate) {
|
|
bool change_batch = false;
|
|
|
|
// conditions for creating a new batch
|
|
if (r_fill_state.curr_batch->type != RasterizerStorageCommon::BT_POLY) {
|
|
|
|
// don't allow joining to a different sequence type
|
|
if (r_fill_state.sequence_batch_type_flags & (~RasterizerStorageCommon::BTF_POLY)) {
|
|
// don't allow joining to a different sequence type
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
r_fill_state.sequence_batch_type_flags |= RasterizerStorageCommon::BTF_POLY;
|
|
|
|
change_batch = true;
|
|
}
|
|
|
|
int num_inds = p_poly->indices.size();
|
|
|
|
// nothing to draw?
|
|
if (!num_inds)
|
|
return false;
|
|
|
|
// we aren't using indices, so will transform verts more than once .. less efficient.
|
|
// could be done with a temporary vertex buffer
|
|
BatchVertex *bvs = bdata.vertices.request(num_inds);
|
|
if (!bvs) {
|
|
// run out of space in the vertex buffer .. finish this function and draw what we have so far
|
|
// return where we got to
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
|
|
BatchColor *vertex_colors = bdata.vertex_colors.request(num_inds);
|
|
RAST_DEBUG_ASSERT(vertex_colors);
|
|
|
|
// are we using large FVF?
|
|
////////////////////////////////////
|
|
const bool use_large_verts = bdata.use_large_verts;
|
|
const bool use_modulate = bdata.use_modulate;
|
|
|
|
BatchColor *vertex_modulates = nullptr;
|
|
if (use_modulate) {
|
|
vertex_modulates = bdata.vertex_modulates.request(num_inds);
|
|
RAST_DEBUG_ASSERT(vertex_modulates);
|
|
// precalc the vertex modulate (will be shared by all verts)
|
|
// we store the modulate as an attribute in the fvf rather than a uniform
|
|
vertex_modulates[0].set(r_fill_state.final_modulate);
|
|
}
|
|
|
|
BatchTransform *pBT = nullptr;
|
|
if (use_large_verts) {
|
|
pBT = bdata.vertex_transforms.request(num_inds);
|
|
RAST_DEBUG_ASSERT(pBT);
|
|
// precalc the batch transform (will be shared by all verts)
|
|
// we store the transform as an attribute in the fvf rather than a uniform
|
|
const Transform2D &tr = r_fill_state.transform_combined;
|
|
|
|
pBT[0].translate.set(tr.elements[2]);
|
|
// could do swizzling in shader?
|
|
pBT[0].basis[0].set(tr.elements[0][0], tr.elements[1][0]);
|
|
pBT[0].basis[1].set(tr.elements[0][1], tr.elements[1][1]);
|
|
}
|
|
////////////////////////////////////
|
|
|
|
// the modulate is always baked
|
|
Color modulate;
|
|
if (!use_large_verts && !use_modulate && multiply_final_modulate)
|
|
modulate = r_fill_state.final_modulate;
|
|
else
|
|
modulate = Color(1, 1, 1, 1);
|
|
|
|
int old_batch_tex_id = r_fill_state.batch_tex_id;
|
|
r_fill_state.batch_tex_id = _batch_find_or_create_tex(p_poly->texture, p_poly->normal_map, false, old_batch_tex_id);
|
|
|
|
// conditions for creating a new batch
|
|
if (old_batch_tex_id != r_fill_state.batch_tex_id) {
|
|
change_batch = true;
|
|
}
|
|
|
|
// N.B. polygons don't have color thus don't need a batch change with color
|
|
// This code is left as reference in case of problems.
|
|
// if (!r_fill_state.curr_batch->color.equals(modulate)) {
|
|
// change_batch = true;
|
|
// bdata.total_color_changes++;
|
|
// }
|
|
|
|
if (change_batch) {
|
|
// put the tex pixel size in a local (less verbose and can be a register)
|
|
const BatchTex &batchtex = bdata.batch_textures[r_fill_state.batch_tex_id];
|
|
batchtex.tex_pixel_size.to(r_fill_state.texpixel_size);
|
|
|
|
if (bdata.settings_uv_contract) {
|
|
r_fill_state.contract_uvs = (batchtex.flags & VS::TEXTURE_FLAG_FILTER) == 0;
|
|
}
|
|
|
|
// open new batch (this should never fail, it dynamically grows)
|
|
r_fill_state.curr_batch = _batch_request_new(false);
|
|
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_POLY;
|
|
|
|
// modulate unused except for debugging?
|
|
r_fill_state.curr_batch->color.set(modulate);
|
|
r_fill_state.curr_batch->batch_texture_id = r_fill_state.batch_tex_id;
|
|
r_fill_state.curr_batch->first_command = command_num;
|
|
r_fill_state.curr_batch->num_commands = num_inds;
|
|
// r_fill_state.curr_batch->num_elements = num_inds;
|
|
r_fill_state.curr_batch->first_vert = bdata.total_verts;
|
|
} else {
|
|
// we could alternatively do the count when closing a batch .. perhaps more efficient
|
|
r_fill_state.curr_batch->num_commands += num_inds;
|
|
}
|
|
|
|
// PRECALCULATE THE COLORS (as there may be less colors than there are indices
|
|
// in either hardware or software paths)
|
|
BatchColor vcol;
|
|
int num_verts = p_poly->points.size();
|
|
|
|
// in special cases, only 1 color is specified by convention, so we want to preset this
|
|
// to use in all verts.
|
|
if (p_poly->colors.size())
|
|
vcol.set(p_poly->colors[0] * modulate);
|
|
else
|
|
// color is undefined, use modulate color straight
|
|
vcol.set(modulate);
|
|
|
|
BatchColor *precalced_colors = (BatchColor *)alloca(num_verts * sizeof(BatchColor));
|
|
|
|
// two stage, super efficient setup of precalculated colors
|
|
int num_colors_specified = p_poly->colors.size();
|
|
|
|
for (int n = 0; n < num_colors_specified; n++) {
|
|
vcol.set(p_poly->colors[n] * modulate);
|
|
precalced_colors[n] = vcol;
|
|
}
|
|
for (int n = num_colors_specified; n < num_verts; n++) {
|
|
precalced_colors[n] = vcol;
|
|
}
|
|
|
|
if (!_software_skin_poly(p_poly, p_item, bvs, vertex_colors, r_fill_state, precalced_colors)) {
|
|
|
|
for (int n = 0; n < num_inds; n++) {
|
|
int ind = p_poly->indices[n];
|
|
|
|
RAST_DEV_DEBUG_ASSERT(ind < p_poly->points.size());
|
|
|
|
// this could be moved outside the loop
|
|
if (r_fill_state.transform_mode != TM_NONE) {
|
|
Vector2 pos = p_poly->points[ind];
|
|
_software_transform_vertex(pos, r_fill_state.transform_combined);
|
|
bvs[n].pos.set(pos.x, pos.y);
|
|
} else {
|
|
const Point2 &pos = p_poly->points[ind];
|
|
bvs[n].pos.set(pos.x, pos.y);
|
|
}
|
|
|
|
if (ind < p_poly->uvs.size()) {
|
|
const Point2 &uv = p_poly->uvs[ind];
|
|
bvs[n].uv.set(uv.x, uv.y);
|
|
} else {
|
|
bvs[n].uv.set(0.0f, 0.0f);
|
|
}
|
|
|
|
vertex_colors[n] = precalced_colors[ind];
|
|
|
|
if (use_modulate) {
|
|
vertex_modulates[n] = vertex_modulates[0];
|
|
}
|
|
|
|
if (use_large_verts) {
|
|
// reuse precalced transform (same for each vertex within polygon)
|
|
pBT[n] = pBT[0];
|
|
}
|
|
}
|
|
} // if not software skinning
|
|
else {
|
|
// software skinning extra passes
|
|
if (use_modulate) {
|
|
for (int n = 0; n < num_inds; n++) {
|
|
vertex_modulates[n] = vertex_modulates[0];
|
|
}
|
|
}
|
|
// not sure if this will produce garbage if software skinning is changing vertex pos
|
|
// in the shader, but is included for completeness
|
|
if (use_large_verts) {
|
|
for (int n = 0; n < num_inds; n++) {
|
|
pBT[n] = pBT[0];
|
|
}
|
|
}
|
|
}
|
|
|
|
// increment total vert count
|
|
bdata.total_verts += num_inds;
|
|
|
|
return false;
|
|
}
|
|
|
|
PREAMBLE(bool)::_software_skin_poly(RasterizerCanvas::Item::CommandPolygon *p_poly, RasterizerCanvas::Item *p_item, BatchVertex *bvs, BatchColor *vertex_colors, const FillState &p_fill_state, const BatchColor *p_precalced_colors) {
|
|
|
|
// alternatively could check get_this()->state.using_skeleton
|
|
if (p_item->skeleton == RID())
|
|
return false;
|
|
|
|
int num_inds = p_poly->indices.size();
|
|
int num_verts = p_poly->points.size();
|
|
|
|
RID skeleton = p_item->skeleton;
|
|
int bone_count = RasterizerStorage::base_singleton->skeleton_get_bone_count(skeleton);
|
|
|
|
// we want a temporary buffer of positions to transform
|
|
Vector2 *pTemps = (Vector2 *)alloca(num_verts * sizeof(Vector2));
|
|
memset((void *)pTemps, 0, num_verts * sizeof(Vector2));
|
|
|
|
// these are used in the shader but don't appear to be needed for software transform
|
|
// const Transform2D &skel_trans = get_this()->state.skeleton_transform;
|
|
// const Transform2D &skel_trans_inv = get_this()->state.skeleton_transform_inverse;
|
|
|
|
// get the bone transforms.
|
|
// this is not ideal because we don't know in advance which bones are needed
|
|
// for any particular poly, but depends how cheap the skeleton_bone_get_transform_2d call is
|
|
Transform2D *bone_transforms = (Transform2D *)alloca(bone_count * sizeof(Transform2D));
|
|
for (int b = 0; b < bone_count; b++) {
|
|
bone_transforms[b] = RasterizerStorage::base_singleton->skeleton_bone_get_transform_2d(skeleton, b);
|
|
}
|
|
|
|
if (num_verts && (p_poly->bones.size() == num_verts * 4) && (p_poly->weights.size() == p_poly->bones.size())) {
|
|
|
|
const Transform2D &item_transform = p_item->xform;
|
|
Transform2D item_transform_inv = item_transform.affine_inverse();
|
|
|
|
for (int n = 0; n < num_verts; n++) {
|
|
const Vector2 &src_pos = p_poly->points[n];
|
|
Vector2 &dst_pos = pTemps[n];
|
|
|
|
// there can be an offset on the polygon at rigging time, this has to be accounted for
|
|
// note it may be possible that this could be concatenated with the bone transforms to save extra transforms - not sure yet
|
|
Vector2 src_pos_back_transformed = item_transform.xform(src_pos);
|
|
|
|
float total_weight = 0.0f;
|
|
|
|
for (int k = 0; k < 4; k++) {
|
|
int bone_id = p_poly->bones[n * 4 + k];
|
|
float weight = p_poly->weights[n * 4 + k];
|
|
if (weight == 0.0f)
|
|
continue;
|
|
|
|
total_weight += weight;
|
|
|
|
RAST_DEBUG_ASSERT(bone_id < bone_count);
|
|
const Transform2D &bone_tr = bone_transforms[bone_id];
|
|
|
|
Vector2 pos = bone_tr.xform(src_pos_back_transformed);
|
|
|
|
dst_pos += pos * weight;
|
|
}
|
|
|
|
// this is some unexplained weirdness with verts with no weights,
|
|
// but it seemed to work for the example project ... watch for regressions
|
|
if (total_weight < 0.01f)
|
|
dst_pos = src_pos;
|
|
else {
|
|
dst_pos /= total_weight;
|
|
|
|
// retransform back from the poly offset space
|
|
dst_pos = item_transform_inv.xform(dst_pos);
|
|
}
|
|
}
|
|
|
|
// software transform with combined matrix?
|
|
if (p_fill_state.transform_mode != TM_NONE) {
|
|
for (int n = 0; n < num_verts; n++) {
|
|
Vector2 &dst_pos = pTemps[n];
|
|
_software_transform_vertex(dst_pos, p_fill_state.transform_combined);
|
|
}
|
|
}
|
|
|
|
} // if bone format matches
|
|
else {
|
|
// not supported
|
|
}
|
|
|
|
// output to the batch verts
|
|
for (int n = 0; n < num_inds; n++) {
|
|
int ind = p_poly->indices[n];
|
|
|
|
RAST_DEV_DEBUG_ASSERT(ind < num_verts);
|
|
const Point2 &pos = pTemps[ind];
|
|
bvs[n].pos.set(pos.x, pos.y);
|
|
|
|
if (ind < p_poly->uvs.size()) {
|
|
const Point2 &uv = p_poly->uvs[ind];
|
|
bvs[n].uv.set(uv.x, uv.y);
|
|
} else {
|
|
bvs[n].uv.set(0.0f, 0.0f);
|
|
}
|
|
|
|
vertex_colors[n] = p_precalced_colors[ind];
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
T_PREAMBLE
|
|
template <bool SEND_LIGHT_ANGLES>
|
|
bool C_PREAMBLE::_prefill_rect(RasterizerCanvas::Item::CommandRect *rect, FillState &r_fill_state, int &r_command_start, int command_num, int command_count, RasterizerCanvas::Item::Command *const *commands, RasterizerCanvas::Item *p_item, bool multiply_final_modulate) {
|
|
bool change_batch = false;
|
|
|
|
// conditions for creating a new batch
|
|
if (r_fill_state.curr_batch->type != RasterizerStorageCommon::BT_RECT) {
|
|
|
|
// don't allow joining to a different sequence type
|
|
if (r_fill_state.sequence_batch_type_flags & (~RasterizerStorageCommon::BTF_RECT)) {
|
|
// don't allow joining to a different sequence type
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
r_fill_state.sequence_batch_type_flags |= RasterizerStorageCommon::BTF_RECT;
|
|
|
|
change_batch = true;
|
|
|
|
// check for special case if there is only a single or small number of rects,
|
|
// in which case we will use the legacy default rect renderer
|
|
// because it is faster for single rects
|
|
|
|
// we only want to do this if not a joined item with more than 1 item,
|
|
// because joined items with more than 1, the command * will be incorrect
|
|
// NOTE - this is assuming that use_hardware_transform means that it is a non-joined item!!
|
|
// If that assumption is incorrect this will go horribly wrong.
|
|
if (bdata.settings_use_single_rect_fallback && r_fill_state.use_hardware_transform) {
|
|
bool is_single_rect = false;
|
|
int command_num_next = command_num + 1;
|
|
if (command_num_next < command_count) {
|
|
RasterizerCanvas::Item::Command *command_next = commands[command_num_next];
|
|
if ((command_next->type != RasterizerCanvas::Item::Command::TYPE_RECT) && (command_next->type != RasterizerCanvas::Item::Command::TYPE_TRANSFORM)) {
|
|
is_single_rect = true;
|
|
}
|
|
} else {
|
|
is_single_rect = true;
|
|
}
|
|
// if it is a rect on its own, do exactly the same as the default routine
|
|
if (is_single_rect) {
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
return false;
|
|
}
|
|
} // if use hardware transform
|
|
}
|
|
|
|
// try to create vertices BEFORE creating a batch,
|
|
// because if the vertex buffer is full, we need to finish this
|
|
// function, draw what we have so far, and then start a new set of batches
|
|
|
|
// request FOUR vertices at a time, this is more efficient
|
|
BatchVertex *bvs = bdata.vertices.request(4);
|
|
if (!bvs) {
|
|
// run out of space in the vertex buffer .. finish this function and draw what we have so far
|
|
// return where we got to
|
|
r_command_start = command_num;
|
|
return true;
|
|
}
|
|
|
|
// are we using large FVF?
|
|
const bool use_large_verts = bdata.use_large_verts;
|
|
const bool use_modulate = bdata.use_modulate;
|
|
|
|
Color col = rect->modulate;
|
|
|
|
if (!use_large_verts) {
|
|
if (multiply_final_modulate) {
|
|
col *= r_fill_state.final_modulate;
|
|
}
|
|
}
|
|
|
|
// instead of doing all the texture preparation for EVERY rect,
|
|
// we build a list of texture combinations and do this once off.
|
|
// This means we have a potentially rather slow step to identify which texture combo
|
|
// using the RIDs.
|
|
int old_batch_tex_id = r_fill_state.batch_tex_id;
|
|
r_fill_state.batch_tex_id = _batch_find_or_create_tex(rect->texture, rect->normal_map, rect->flags & RasterizerCanvas::CANVAS_RECT_TILE, old_batch_tex_id);
|
|
|
|
//r_fill_state.use_light_angles = send_light_angles;
|
|
if (SEND_LIGHT_ANGLES) {
|
|
bdata.use_light_angles = true;
|
|
}
|
|
|
|
// conditions for creating a new batch
|
|
if (old_batch_tex_id != r_fill_state.batch_tex_id) {
|
|
change_batch = true;
|
|
}
|
|
|
|
// we need to treat color change separately because we need to count these
|
|
// to decide whether to switch on the fly to colored vertices.
|
|
if (!r_fill_state.curr_batch->color.equals(col)) {
|
|
change_batch = true;
|
|
bdata.total_color_changes++;
|
|
}
|
|
|
|
if (change_batch) {
|
|
// put the tex pixel size in a local (less verbose and can be a register)
|
|
const BatchTex &batchtex = bdata.batch_textures[r_fill_state.batch_tex_id];
|
|
batchtex.tex_pixel_size.to(r_fill_state.texpixel_size);
|
|
|
|
if (bdata.settings_uv_contract) {
|
|
r_fill_state.contract_uvs = (batchtex.flags & VS::TEXTURE_FLAG_FILTER) == 0;
|
|
}
|
|
|
|
// need to preserve texpixel_size between items
|
|
//r_fill_state.texpixel_size = r_fill_state.texpixel_size;
|
|
|
|
// open new batch (this should never fail, it dynamically grows)
|
|
r_fill_state.curr_batch = _batch_request_new(false);
|
|
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_RECT;
|
|
r_fill_state.curr_batch->color.set(col);
|
|
r_fill_state.curr_batch->batch_texture_id = r_fill_state.batch_tex_id;
|
|
r_fill_state.curr_batch->first_command = command_num;
|
|
r_fill_state.curr_batch->num_commands = 1;
|
|
//r_fill_state.curr_batch->first_quad = bdata.total_quads;
|
|
r_fill_state.curr_batch->first_vert = bdata.total_verts;
|
|
} else {
|
|
// we could alternatively do the count when closing a batch .. perhaps more efficient
|
|
r_fill_state.curr_batch->num_commands++;
|
|
}
|
|
|
|
// fill the quad geometry
|
|
Vector2 mins = rect->rect.position;
|
|
|
|
if (r_fill_state.transform_mode == TM_TRANSLATE) {
|
|
|
|
if (!use_large_verts) {
|
|
_software_transform_vertex(mins, r_fill_state.transform_combined);
|
|
}
|
|
}
|
|
|
|
Vector2 maxs = mins + rect->rect.size;
|
|
|
|
// just aliases
|
|
BatchVertex *bA = &bvs[0];
|
|
BatchVertex *bB = &bvs[1];
|
|
BatchVertex *bC = &bvs[2];
|
|
BatchVertex *bD = &bvs[3];
|
|
|
|
bA->pos.x = mins.x;
|
|
bA->pos.y = mins.y;
|
|
|
|
bB->pos.x = maxs.x;
|
|
bB->pos.y = mins.y;
|
|
|
|
bC->pos.x = maxs.x;
|
|
bC->pos.y = maxs.y;
|
|
|
|
bD->pos.x = mins.x;
|
|
bD->pos.y = maxs.y;
|
|
|
|
// possibility of applying flips here for normal mapping .. but they don't seem to be used
|
|
if (rect->rect.size.x < 0) {
|
|
SWAP(bA->pos, bB->pos);
|
|
SWAP(bC->pos, bD->pos);
|
|
}
|
|
if (rect->rect.size.y < 0) {
|
|
SWAP(bA->pos, bD->pos);
|
|
SWAP(bB->pos, bC->pos);
|
|
}
|
|
|
|
if (r_fill_state.transform_mode == TM_ALL) {
|
|
|
|
if (!use_large_verts) {
|
|
_software_transform_vertex(bA->pos, r_fill_state.transform_combined);
|
|
_software_transform_vertex(bB->pos, r_fill_state.transform_combined);
|
|
_software_transform_vertex(bC->pos, r_fill_state.transform_combined);
|
|
_software_transform_vertex(bD->pos, r_fill_state.transform_combined);
|
|
}
|
|
}
|
|
|
|
// uvs
|
|
Vector2 src_min;
|
|
Vector2 src_max;
|
|
if (rect->flags & RasterizerCanvas::CANVAS_RECT_REGION) {
|
|
src_min = rect->source.position;
|
|
src_max = src_min + rect->source.size;
|
|
|
|
src_min *= r_fill_state.texpixel_size;
|
|
src_max *= r_fill_state.texpixel_size;
|
|
|
|
const float uv_epsilon = bdata.settings_uv_contract_amount;
|
|
|
|
// nudge offset for the maximum to prevent precision error on GPU reading into line outside the source rect
|
|
// this is very difficult to get right.
|
|
if (r_fill_state.contract_uvs) {
|
|
src_min.x += uv_epsilon;
|
|
src_min.y += uv_epsilon;
|
|
src_max.x -= uv_epsilon;
|
|
src_max.y -= uv_epsilon;
|
|
}
|
|
} else {
|
|
src_min = Vector2(0, 0);
|
|
src_max = Vector2(1, 1);
|
|
}
|
|
|
|
// 10% faster calculating the max first
|
|
Vector2 uvs[4] = {
|
|
src_min,
|
|
Vector2(src_max.x, src_min.y),
|
|
src_max,
|
|
Vector2(src_min.x, src_max.y),
|
|
};
|
|
|
|
// for encoding in light angle
|
|
// flips should be optimized out when not being used for light angle.
|
|
bool flip_h = false;
|
|
bool flip_v = false;
|
|
|
|
if (rect->flags & RasterizerCanvas::CANVAS_RECT_TRANSPOSE) {
|
|
SWAP(uvs[1], uvs[3]);
|
|
}
|
|
|
|
if (rect->flags & RasterizerCanvas::CANVAS_RECT_FLIP_H) {
|
|
SWAP(uvs[0], uvs[1]);
|
|
SWAP(uvs[2], uvs[3]);
|
|
flip_h = !flip_h;
|
|
flip_v = !flip_v;
|
|
}
|
|
if (rect->flags & RasterizerCanvas::CANVAS_RECT_FLIP_V) {
|
|
SWAP(uvs[0], uvs[3]);
|
|
SWAP(uvs[1], uvs[2]);
|
|
flip_v = !flip_v;
|
|
}
|
|
|
|
bA->uv.set(uvs[0]);
|
|
bB->uv.set(uvs[1]);
|
|
bC->uv.set(uvs[2]);
|
|
bD->uv.set(uvs[3]);
|
|
|
|
// modulate
|
|
if (use_modulate) {
|
|
// store the final modulate separately from the rect modulate
|
|
BatchColor *pBC = bdata.vertex_modulates.request(4);
|
|
RAST_DEBUG_ASSERT(pBC);
|
|
pBC[0].set(r_fill_state.final_modulate);
|
|
pBC[1] = pBC[0];
|
|
pBC[2] = pBC[0];
|
|
pBC[3] = pBC[0];
|
|
}
|
|
|
|
if (use_large_verts) {
|
|
// store the transform separately
|
|
BatchTransform *pBT = bdata.vertex_transforms.request(4);
|
|
RAST_DEBUG_ASSERT(pBT);
|
|
|
|
const Transform2D &tr = r_fill_state.transform_combined;
|
|
|
|
pBT[0].translate.set(tr.elements[2]);
|
|
// could do swizzling in shader?
|
|
pBT[0].basis[0].set(tr.elements[0][0], tr.elements[1][0]);
|
|
pBT[0].basis[1].set(tr.elements[0][1], tr.elements[1][1]);
|
|
|
|
pBT[1] = pBT[0];
|
|
pBT[2] = pBT[0];
|
|
pBT[3] = pBT[0];
|
|
}
|
|
|
|
if (SEND_LIGHT_ANGLES) {
|
|
// we can either keep the light angles in sync with the verts when writing,
|
|
// or sync them up during translation. We are syncing in translation.
|
|
// N.B. There may be batches that don't require light_angles between batches that do.
|
|
float *angles = bdata.light_angles.request(4);
|
|
RAST_DEBUG_ASSERT(angles);
|
|
|
|
float angle = 0.0f;
|
|
const float TWO_PI = Math_PI * 2;
|
|
|
|
if (r_fill_state.transform_mode != TM_NONE) {
|
|
|
|
const Transform2D &tr = r_fill_state.transform_combined;
|
|
|
|
// apply to an x axis
|
|
// the x axis and y axis can be taken directly from the transform (no need to xform identity vectors)
|
|
Vector2 x_axis(tr.elements[0][0], tr.elements[1][0]);
|
|
|
|
// have to do a y axis to check for scaling flips
|
|
// this is hassle and extra slowness. We could only allow flips via the flags.
|
|
Vector2 y_axis(tr.elements[0][1], tr.elements[1][1]);
|
|
|
|
// has the x / y axis flipped due to scaling?
|
|
float cross = x_axis.cross(y_axis);
|
|
if (cross < 0.0f) {
|
|
flip_v = !flip_v;
|
|
}
|
|
|
|
// passing an angle is smaller than a vector, it can be reconstructed in the shader
|
|
angle = x_axis.angle();
|
|
|
|
// we don't want negative angles, as negative is used to encode flips.
|
|
// This moves range from -PI to PI to 0 to TWO_PI
|
|
if (angle < 0.0f)
|
|
angle += TWO_PI;
|
|
|
|
} // if transform needed
|
|
|
|
// if horizontal flip, angle is shifted by 180 degrees
|
|
if (flip_h) {
|
|
angle += Math_PI;
|
|
|
|
// mod to get back to 0 to TWO_PI range
|
|
angle = fmodf(angle, TWO_PI);
|
|
}
|
|
|
|
// add 1 (to take care of zero floating point error with sign)
|
|
angle += 1.0f;
|
|
|
|
// flip if necessary to indicate a vertical flip in the shader
|
|
if (flip_v)
|
|
angle *= -1.0f;
|
|
|
|
// light angle must be sent for each vert, instead as a single uniform in the uniform draw method
|
|
// this has the benefit of enabling batching with light angles.
|
|
for (int n = 0; n < 4; n++) {
|
|
angles[n] = angle;
|
|
}
|
|
}
|
|
|
|
// increment quad count
|
|
bdata.total_quads++;
|
|
bdata.total_verts += 4;
|
|
|
|
return false;
|
|
}
|
|
|
|
// This function may be called MULTIPLE TIMES for each item, so needs to record how far it has got
|
|
PREAMBLE(bool)::prefill_joined_item(FillState &r_fill_state, int &r_command_start, RasterizerCanvas::Item *p_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material) {
|
|
// we will prefill batches and vertices ready for sending in one go to the vertex buffer
|
|
int command_count = p_item->commands.size();
|
|
RasterizerCanvas::Item::Command *const *commands = p_item->commands.ptr();
|
|
|
|
// checking the color for not being white makes it 92/90 times faster in the case where it is white
|
|
bool multiply_final_modulate = false;
|
|
if (!r_fill_state.use_hardware_transform && (r_fill_state.final_modulate != Color(1, 1, 1, 1))) {
|
|
multiply_final_modulate = true;
|
|
}
|
|
|
|
// start batch is a dummy batch (tex id -1) .. could be made more efficient
|
|
if (!r_fill_state.curr_batch) {
|
|
// OLD METHOD, but left dangling zero length default batches
|
|
// r_fill_state.curr_batch = _batch_request_new();
|
|
// r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
// r_fill_state.curr_batch->first_command = r_command_start;
|
|
// should tex_id be set to -1? check this
|
|
|
|
// allocate dummy batch on the stack, it should always get replaced
|
|
// note that the rest of the structure is uninitialized, this should not matter
|
|
// if the type is checked before anything else.
|
|
r_fill_state.curr_batch = (Batch *)alloca(sizeof(Batch));
|
|
r_fill_state.curr_batch->type = RasterizerStorageCommon::BT_DUMMY;
|
|
|
|
// this is assumed to be the case
|
|
//CRASH_COND (r_fill_state.transform_extra_command_number_p1);
|
|
}
|
|
|
|
// we need to return which command we got up to, so
|
|
// store this outside the loop
|
|
int command_num;
|
|
|
|
// do as many commands as possible until the vertex buffer will be full up
|
|
for (command_num = r_command_start; command_num < command_count; command_num++) {
|
|
|
|
RasterizerCanvas::Item::Command *command = commands[command_num];
|
|
|
|
switch (command->type) {
|
|
|
|
default: {
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_TRANSFORM: {
|
|
// if the extra matrix has been sent already,
|
|
// break this extra matrix software path (as we don't want to unset it on the GPU etc)
|
|
if (r_fill_state.extra_matrix_sent) {
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
|
|
// keep track of the combined matrix on the CPU in parallel, in case we use large vertex format
|
|
RasterizerCanvas::Item::CommandTransform *transform = static_cast<RasterizerCanvas::Item::CommandTransform *>(command);
|
|
const Transform2D &extra_matrix = transform->xform;
|
|
r_fill_state.transform_combined = p_item->final_transform * extra_matrix;
|
|
} else {
|
|
// Extra matrix fast path.
|
|
// Instead of sending the command immediately, we store the modified transform (in combined)
|
|
// for software transform, and only flush this transform command if we NEED to (i.e. we want to
|
|
// render some default commands)
|
|
RasterizerCanvas::Item::CommandTransform *transform = static_cast<RasterizerCanvas::Item::CommandTransform *>(command);
|
|
const Transform2D &extra_matrix = transform->xform;
|
|
|
|
if (r_fill_state.use_hardware_transform) {
|
|
// if we are using hardware transform mode, we have already sent the final transform,
|
|
// so we only want to software transform the extra matrix
|
|
r_fill_state.transform_combined = extra_matrix;
|
|
} else {
|
|
r_fill_state.transform_combined = p_item->final_transform * extra_matrix;
|
|
}
|
|
// after a transform command, always use some form of software transform (either the combined final + extra, or just the extra)
|
|
// until we flush this dirty extra matrix because we need to render default commands.
|
|
r_fill_state.transform_mode = _find_transform_mode(r_fill_state.transform_combined);
|
|
|
|
// make a note of which command the dirty extra matrix is store in, so we can send it later
|
|
// if necessary
|
|
r_fill_state.transform_extra_command_number_p1 = command_num + 1; // plus 1 so we can test against zero
|
|
}
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_RECT: {
|
|
|
|
RasterizerCanvas::Item::CommandRect *rect = static_cast<RasterizerCanvas::Item::CommandRect *>(command);
|
|
|
|
// unoptimized - could this be done once per batch / batch texture?
|
|
bool send_light_angles = rect->normal_map != RID();
|
|
|
|
bool buffer_full = false;
|
|
|
|
// the template params must be explicit for compilation,
|
|
// this forces building the multiple versions of the function.
|
|
if (send_light_angles) {
|
|
buffer_full = _prefill_rect<true>(rect, r_fill_state, r_command_start, command_num, command_count, commands, p_item, multiply_final_modulate);
|
|
} else {
|
|
buffer_full = _prefill_rect<false>(rect, r_fill_state, r_command_start, command_num, command_count, commands, p_item, multiply_final_modulate);
|
|
}
|
|
|
|
if (buffer_full)
|
|
return true;
|
|
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_NINEPATCH: {
|
|
|
|
RasterizerCanvas::Item::CommandNinePatch *np = static_cast<RasterizerCanvas::Item::CommandNinePatch *>(command);
|
|
|
|
if ((np->axis_x != VisualServer::NINE_PATCH_STRETCH) || (np->axis_y != VisualServer::NINE_PATCH_STRETCH)) {
|
|
// not accelerated
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
continue;
|
|
}
|
|
|
|
// unoptimized - could this be done once per batch / batch texture?
|
|
bool send_light_angles = np->normal_map != RID();
|
|
|
|
bool buffer_full = false;
|
|
|
|
if (send_light_angles)
|
|
buffer_full = _prefill_ninepatch<true>(np, r_fill_state, r_command_start, command_num, command_count, p_item, multiply_final_modulate);
|
|
else
|
|
buffer_full = _prefill_ninepatch<false>(np, r_fill_state, r_command_start, command_num, command_count, p_item, multiply_final_modulate);
|
|
|
|
if (buffer_full)
|
|
return true;
|
|
|
|
} break;
|
|
|
|
case RasterizerCanvas::Item::Command::TYPE_LINE: {
|
|
|
|
RasterizerCanvas::Item::CommandLine *line = static_cast<RasterizerCanvas::Item::CommandLine *>(command);
|
|
|
|
if (line->width <= 1) {
|
|
bool buffer_full = _prefill_line(line, r_fill_state, r_command_start, command_num, command_count, p_item, multiply_final_modulate);
|
|
|
|
if (buffer_full)
|
|
return true;
|
|
} else {
|
|
// not accelerated
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
}
|
|
} break;
|
|
|
|
case RasterizerCanvas::Item::Command::TYPE_POLYGON: {
|
|
|
|
RasterizerCanvas::Item::CommandPolygon *polygon = static_cast<RasterizerCanvas::Item::CommandPolygon *>(command);
|
|
#ifdef GLES_OVER_GL
|
|
// anti aliasing not accelerated .. it is problematic because it requires a 2nd line drawn around the outside of each
|
|
// poly, which would require either a second list of indices or a second list of vertices for this step
|
|
if (polygon->antialiased) {
|
|
// not accelerated
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
} else {
|
|
#endif
|
|
// not using software skinning?
|
|
if (!bdata.settings_use_software_skinning && get_this()->state.using_skeleton) {
|
|
// not accelerated
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
} else {
|
|
// unoptimized - could this be done once per batch / batch texture?
|
|
bool send_light_angles = polygon->normal_map != RID();
|
|
|
|
bool buffer_full = false;
|
|
|
|
if (send_light_angles) {
|
|
// NYI
|
|
_prefill_default_batch(r_fill_state, command_num, *p_item);
|
|
//buffer_full = prefill_polygon<true>(polygon, r_fill_state, r_command_start, command_num, command_count, p_item, multiply_final_modulate);
|
|
} else
|
|
buffer_full = _prefill_polygon<false>(polygon, r_fill_state, r_command_start, command_num, command_count, p_item, multiply_final_modulate);
|
|
|
|
if (buffer_full)
|
|
return true;
|
|
} // if not using hardware skinning path
|
|
#ifdef GLES_OVER_GL
|
|
} // if not anti-aliased poly
|
|
#endif
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
// VERY IMPORTANT to return where we got to, because this func may be called multiple
|
|
// times per item.
|
|
// Don't miss out on this step by calling return earlier in the function without setting r_command_start.
|
|
r_command_start = command_num;
|
|
|
|
return false;
|
|
}
|
|
|
|
PREAMBLE(void)::flush_render_batches(RasterizerCanvas::Item *p_first_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, uint32_t p_sequence_batch_type_flags) {
|
|
|
|
// some heuristic to decide whether to use colored verts.
|
|
// feel free to tweak this.
|
|
// this could use hysteresis, to prevent jumping between methods
|
|
// .. however probably not necessary
|
|
bdata.use_colored_vertices = false;
|
|
|
|
RasterizerStorageCommon::FVF backup_fvf = bdata.fvf;
|
|
|
|
// the batch type in this flush can override the fvf from the joined item.
|
|
// The joined item uses the material to determine fvf, assuming a rect...
|
|
// however with custom drawing, lines or polys may be drawn.
|
|
// lines contain no color (this is stored in the batch), and polys contain vertex and color only.
|
|
if (p_sequence_batch_type_flags & (RasterizerStorageCommon::BTF_LINE | RasterizerStorageCommon::BTF_LINE_AA)) {
|
|
// do nothing, use the default regular FVF
|
|
bdata.fvf = RasterizerStorageCommon::FVF_REGULAR;
|
|
} else {
|
|
// switch from regular to colored?
|
|
if (bdata.fvf == RasterizerStorageCommon::FVF_REGULAR) {
|
|
// only check whether to convert if there are quads (prevent divide by zero)
|
|
// and we haven't decided to prevent color baking (due to e.g. MODULATE
|
|
// being used in a shader)
|
|
if (bdata.total_quads && !(bdata.joined_item_batch_flags & RasterizerStorageCommon::PREVENT_COLOR_BAKING)) {
|
|
// minus 1 to prevent single primitives (ratio 1.0) always being converted to colored..
|
|
// in that case it is slightly cheaper to just have the color as part of the batch
|
|
float ratio = (float)(bdata.total_color_changes - 1) / (float)bdata.total_quads;
|
|
|
|
// use bigger than or equal so that 0.0 threshold can force always using colored verts
|
|
if (ratio >= bdata.settings_colored_vertex_format_threshold) {
|
|
bdata.use_colored_vertices = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_COLOR;
|
|
}
|
|
}
|
|
|
|
// if we used vertex colors
|
|
if (bdata.vertex_colors.size()) {
|
|
bdata.use_colored_vertices = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_COLOR;
|
|
}
|
|
|
|
// needs light angles?
|
|
if (bdata.use_light_angles) {
|
|
bdata.fvf = RasterizerStorageCommon::FVF_LIGHT_ANGLE;
|
|
}
|
|
}
|
|
|
|
backup_fvf = bdata.fvf;
|
|
} // if everything else except lines
|
|
|
|
// translate if required to larger FVFs
|
|
switch (bdata.fvf) {
|
|
case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
|
|
break;
|
|
case RasterizerStorageCommon::FVF_REGULAR: // no change
|
|
break;
|
|
case RasterizerStorageCommon::FVF_COLOR: {
|
|
// special case, where vertex colors are used (polys)
|
|
if (!bdata.vertex_colors.size())
|
|
_translate_batches_to_larger_FVF<BatchVertexColored, false, false, false>(p_sequence_batch_type_flags);
|
|
else
|
|
// normal, reduce number of batches by baking batch colors
|
|
_translate_batches_to_vertex_colored_FVF();
|
|
} break;
|
|
case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
|
|
_translate_batches_to_larger_FVF<BatchVertexLightAngled, true, false, false>(p_sequence_batch_type_flags);
|
|
break;
|
|
case RasterizerStorageCommon::FVF_MODULATED:
|
|
_translate_batches_to_larger_FVF<BatchVertexModulated, true, true, false>(p_sequence_batch_type_flags);
|
|
break;
|
|
case RasterizerStorageCommon::FVF_LARGE:
|
|
_translate_batches_to_larger_FVF<BatchVertexLarge, true, true, true>(p_sequence_batch_type_flags);
|
|
break;
|
|
}
|
|
|
|
// send buffers to opengl
|
|
get_this()->_batch_upload_buffers();
|
|
|
|
RasterizerCanvas::Item::Command *const *commands = p_first_item->commands.ptr();
|
|
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
if (bdata.diagnose_frame) {
|
|
diagnose_batches(commands);
|
|
}
|
|
#endif
|
|
|
|
get_this()->render_batches(commands, p_current_clip, r_reclip, p_material);
|
|
|
|
// if we overrode the fvf for lines, set it back to the joined item fvf
|
|
bdata.fvf = backup_fvf;
|
|
|
|
// overwrite source buffers with garbage if error checking
|
|
#ifdef RASTERIZER_EXTRA_CHECKS
|
|
_debug_write_garbage();
|
|
#endif
|
|
}
|
|
|
|
PREAMBLE(void)::render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit) {
|
|
|
|
RasterizerCanvas::Item *item = 0;
|
|
RasterizerCanvas::Item *first_item = bdata.item_refs[p_bij.first_item_ref].item;
|
|
|
|
// fill_state and bdata have once off setup per joined item, and a smaller reset on flush
|
|
FillState fill_state;
|
|
fill_state.reset_joined_item(p_bij.use_hardware_transform());
|
|
|
|
bdata.reset_joined_item();
|
|
|
|
// should this joined item be using large FVF?
|
|
if (p_bij.flags & RasterizerStorageCommon::USE_MODULATE_FVF) {
|
|
bdata.use_modulate = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_MODULATED;
|
|
}
|
|
if (p_bij.flags & RasterizerStorageCommon::USE_LARGE_FVF) {
|
|
bdata.use_modulate = true;
|
|
bdata.use_large_verts = true;
|
|
bdata.fvf = RasterizerStorageCommon::FVF_LARGE;
|
|
}
|
|
|
|
// in the special case of custom shaders that read from VERTEX (i.e. vertex position)
|
|
// we want to disable software transform of extra matrix
|
|
if (bdata.joined_item_batch_flags & RasterizerStorageCommon::PREVENT_VERTEX_BAKING) {
|
|
fill_state.extra_matrix_sent = true;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < p_bij.num_item_refs; i++) {
|
|
const BItemRef &ref = bdata.item_refs[p_bij.first_item_ref + i];
|
|
item = ref.item;
|
|
|
|
if (!p_lit) {
|
|
// if not lit we use the complex calculated final modulate
|
|
fill_state.final_modulate = ref.final_modulate;
|
|
} else {
|
|
// if lit we ignore canvas modulate and just use the item modulate
|
|
fill_state.final_modulate = item->final_modulate;
|
|
}
|
|
|
|
int command_count = item->commands.size();
|
|
int command_start = 0;
|
|
|
|
// ONCE OFF fill state setup, that will be retained over multiple calls to
|
|
// prefill_joined_item()
|
|
fill_state.transform_combined = item->final_transform;
|
|
|
|
// decide the initial transform mode, and make a backup
|
|
// in orig_transform_mode in case we need to switch back
|
|
if (!fill_state.use_hardware_transform) {
|
|
fill_state.transform_mode = _find_transform_mode(fill_state.transform_combined);
|
|
} else {
|
|
fill_state.transform_mode = TM_NONE;
|
|
}
|
|
fill_state.orig_transform_mode = fill_state.transform_mode;
|
|
|
|
// keep track of when we added an extra matrix
|
|
// so we can defer sending until we see a default command
|
|
fill_state.transform_extra_command_number_p1 = 0;
|
|
|
|
while (command_start < command_count) {
|
|
// fill as many batches as possible (until all done, or the vertex buffer is full)
|
|
bool bFull = get_this()->prefill_joined_item(fill_state, command_start, item, p_current_clip, r_reclip, p_material);
|
|
|
|
if (bFull) {
|
|
// always pass first item (commands for default are always first item)
|
|
flush_render_batches(first_item, p_current_clip, r_reclip, p_material, fill_state.sequence_batch_type_flags);
|
|
|
|
// zero all the batch data ready for a new run
|
|
bdata.reset_flush();
|
|
|
|
// don't zero all the fill state, some may need to be preserved
|
|
fill_state.reset_flush();
|
|
}
|
|
}
|
|
}
|
|
|
|
// flush if any left
|
|
flush_render_batches(first_item, p_current_clip, r_reclip, p_material, fill_state.sequence_batch_type_flags);
|
|
|
|
// zero all the batch data ready for a new run
|
|
bdata.reset_flush();
|
|
}
|
|
|
|
PREAMBLE(void)::_legacy_canvas_item_render_commands(RasterizerCanvas::Item *p_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material) {
|
|
|
|
int command_count = p_item->commands.size();
|
|
|
|
RasterizerCanvas::Item::Command *const *commands = p_item->commands.ptr();
|
|
|
|
// legacy .. just create one massive batch and render everything as before
|
|
bdata.batches.reset();
|
|
Batch *batch = _batch_request_new();
|
|
batch->type = RasterizerStorageCommon::BT_DEFAULT;
|
|
batch->num_commands = command_count;
|
|
|
|
get_this()->render_batches(commands, p_current_clip, r_reclip, p_material);
|
|
bdata.reset_flush();
|
|
}
|
|
|
|
PREAMBLE(void)::record_items(RasterizerCanvas::Item *p_item_list, int p_z) {
|
|
while (p_item_list) {
|
|
BSortItem *s = bdata.sort_items.request_with_grow();
|
|
|
|
s->item = p_item_list;
|
|
s->z_index = p_z;
|
|
|
|
p_item_list = p_item_list->next;
|
|
}
|
|
}
|
|
|
|
PREAMBLE(void)::join_sorted_items() {
|
|
sort_items();
|
|
|
|
int z = VS::CANVAS_ITEM_Z_MIN;
|
|
_render_item_state.item_group_z = z;
|
|
|
|
for (int s = 0; s < bdata.sort_items.size(); s++) {
|
|
const BSortItem &si = bdata.sort_items[s];
|
|
RasterizerCanvas::Item *ci = si.item;
|
|
|
|
// change z?
|
|
if (si.z_index != z) {
|
|
z = si.z_index;
|
|
|
|
// may not be required
|
|
_render_item_state.item_group_z = z;
|
|
|
|
// if z ranged lights are present, sometimes we have to disable joining over z_indices.
|
|
// we do this here.
|
|
// Note this restriction may be able to be relaxed with light bitfields, investigate!
|
|
if (!bdata.join_across_z_indices) {
|
|
_render_item_state.join_batch_break = true;
|
|
}
|
|
}
|
|
|
|
bool join;
|
|
|
|
if (_render_item_state.join_batch_break) {
|
|
// always start a new batch for this item
|
|
join = false;
|
|
|
|
// could be another batch break (i.e. prevent NEXT item from joining this)
|
|
// so we still need to run try_join_item
|
|
// even though we know join is false.
|
|
// also we need to run try_join_item for every item because it keeps the state up to date,
|
|
// if we didn't run it the state would be out of date.
|
|
get_this()->try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
|
|
} else {
|
|
join = get_this()->try_join_item(ci, _render_item_state, _render_item_state.join_batch_break);
|
|
}
|
|
|
|
// assume the first item will always return no join
|
|
if (!join) {
|
|
_render_item_state.joined_item = bdata.items_joined.request_with_grow();
|
|
_render_item_state.joined_item->first_item_ref = bdata.item_refs.size();
|
|
_render_item_state.joined_item->num_item_refs = 1;
|
|
_render_item_state.joined_item->bounding_rect = ci->global_rect_cache;
|
|
_render_item_state.joined_item->z_index = z;
|
|
_render_item_state.joined_item->flags = bdata.joined_item_batch_flags;
|
|
|
|
// we need some logic to prevent joining items that have vastly different batch types
|
|
_render_item_state.joined_item_batch_type_flags_prev = _render_item_state.joined_item_batch_type_flags_curr;
|
|
|
|
// add the reference
|
|
BItemRef *r = bdata.item_refs.request_with_grow();
|
|
r->item = ci;
|
|
// we are storing final_modulate in advance per item reference
|
|
// for baking into vertex colors.
|
|
// this may not be ideal... as we are increasing the size of item reference,
|
|
// but it is stupidly complex to calculate later, which would probably be slower.
|
|
r->final_modulate = _render_item_state.final_modulate;
|
|
} else {
|
|
RAST_DEBUG_ASSERT(_render_item_state.joined_item != 0);
|
|
_render_item_state.joined_item->num_item_refs += 1;
|
|
_render_item_state.joined_item->bounding_rect = _render_item_state.joined_item->bounding_rect.merge(ci->global_rect_cache);
|
|
|
|
BItemRef *r = bdata.item_refs.request_with_grow();
|
|
r->item = ci;
|
|
r->final_modulate = _render_item_state.final_modulate;
|
|
}
|
|
|
|
} // for s through sort items
|
|
}
|
|
|
|
PREAMBLE(void)::sort_items() {
|
|
// turned off?
|
|
if (!bdata.settings_item_reordering_lookahead) {
|
|
return;
|
|
}
|
|
|
|
for (int s = 0; s < bdata.sort_items.size() - 2; s++) {
|
|
if (sort_items_from(s)) {
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
bdata.stats_items_sorted++;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
PREAMBLE(bool)::_sort_items_match(const BSortItem &p_a, const BSortItem &p_b) const {
|
|
const RasterizerCanvas::Item *a = p_a.item;
|
|
const RasterizerCanvas::Item *b = p_b.item;
|
|
|
|
if (b->commands.size() != 1)
|
|
return false;
|
|
|
|
// tested outside function
|
|
// if (a->commands.size() != 1)
|
|
// return false;
|
|
|
|
const RasterizerCanvas::Item::Command &cb = *b->commands[0];
|
|
if (cb.type != RasterizerCanvas::Item::Command::TYPE_RECT)
|
|
return false;
|
|
|
|
const RasterizerCanvas::Item::Command &ca = *a->commands[0];
|
|
// tested outside function
|
|
// if (ca.type != Item::Command::TYPE_RECT)
|
|
// return false;
|
|
|
|
const RasterizerCanvas::Item::CommandRect *rect_a = static_cast<const RasterizerCanvas::Item::CommandRect *>(&ca);
|
|
const RasterizerCanvas::Item::CommandRect *rect_b = static_cast<const RasterizerCanvas::Item::CommandRect *>(&cb);
|
|
|
|
if (rect_a->texture != rect_b->texture)
|
|
return false;
|
|
|
|
/* ALTERNATIVE APPROACH NOT LIMITED TO RECTS
|
|
const RasterizerCanvas::Item::Command &ca = *a->commands[0];
|
|
const RasterizerCanvas::Item::Command &cb = *b->commands[0];
|
|
|
|
if (ca.type != cb.type)
|
|
return false;
|
|
|
|
// do textures match?
|
|
switch (ca.type)
|
|
{
|
|
default:
|
|
break;
|
|
case RasterizerCanvas::Item::Command::TYPE_RECT:
|
|
{
|
|
const RasterizerCanvas::Item::CommandRect *comm_a = static_cast<const RasterizerCanvas::Item::CommandRect *>(&ca);
|
|
const RasterizerCanvas::Item::CommandRect *comm_b = static_cast<const RasterizerCanvas::Item::CommandRect *>(&cb);
|
|
if (comm_a->texture != comm_b->texture)
|
|
return false;
|
|
}
|
|
break;
|
|
case RasterizerCanvas::Item::Command::TYPE_POLYGON:
|
|
{
|
|
const RasterizerCanvas::Item::CommandPolygon *comm_a = static_cast<const RasterizerCanvas::Item::CommandPolygon *>(&ca);
|
|
const RasterizerCanvas::Item::CommandPolygon *comm_b = static_cast<const RasterizerCanvas::Item::CommandPolygon *>(&cb);
|
|
if (comm_a->texture != comm_b->texture)
|
|
return false;
|
|
}
|
|
break;
|
|
}
|
|
*/
|
|
|
|
return true;
|
|
}
|
|
|
|
PREAMBLE(bool)::sort_items_from(int p_start) {
|
|
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
|
|
ERR_FAIL_COND_V((p_start + 1) >= bdata.sort_items.size(), false)
|
|
#endif
|
|
|
|
const BSortItem &start = bdata.sort_items[p_start];
|
|
int start_z = start.z_index;
|
|
|
|
// check start is the right type for sorting
|
|
if (start.item->commands.size() != 1) {
|
|
return false;
|
|
}
|
|
const RasterizerCanvas::Item::Command &command_start = *start.item->commands[0];
|
|
if (command_start.type != RasterizerCanvas::Item::Command::TYPE_RECT) {
|
|
return false;
|
|
}
|
|
|
|
BSortItem &second = bdata.sort_items[p_start + 1];
|
|
if (second.z_index != start_z) {
|
|
// no sorting across z indices (for now)
|
|
return false;
|
|
}
|
|
|
|
// if the neighbours are already a good match
|
|
if (_sort_items_match(start, second)) // order is crucial, start first
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// local cached aabb
|
|
Rect2 second_AABB = second.item->global_rect_cache;
|
|
|
|
// if the start and 2nd items overlap, can do no more
|
|
if (start.item->global_rect_cache.intersects(second_AABB)) {
|
|
return false;
|
|
}
|
|
|
|
// which neighbour to test
|
|
int test_last = 2 + bdata.settings_item_reordering_lookahead;
|
|
for (int test = 2; test < test_last; test++) {
|
|
int test_sort_item_id = p_start + test;
|
|
|
|
// if we've got to the end of the list, can't sort any more, give up
|
|
if (test_sort_item_id >= bdata.sort_items.size()) {
|
|
return false;
|
|
}
|
|
|
|
BSortItem *test_sort_item = &bdata.sort_items[test_sort_item_id];
|
|
|
|
// across z indices?
|
|
if (test_sort_item->z_index != start_z) {
|
|
return false;
|
|
}
|
|
|
|
RasterizerCanvas::Item *test_item = test_sort_item->item;
|
|
|
|
// if the test item overlaps the second item, we can't swap, AT ALL
|
|
// because swapping an item OVER this one would cause artefacts
|
|
if (second_AABB.intersects(test_item->global_rect_cache)) {
|
|
return false;
|
|
}
|
|
|
|
// do they match?
|
|
if (!_sort_items_match(start, *test_sort_item)) // order is crucial, start first
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// we can only swap if there are no AABB overlaps with sandwiched neighbours
|
|
bool ok = true;
|
|
|
|
// start from 2, no need to check 1 as the second has already been checked against this item
|
|
// in the intersection test above
|
|
for (int sn = 2; sn < test; sn++) {
|
|
BSortItem *sandwich_neighbour = &bdata.sort_items[p_start + sn];
|
|
if (test_item->global_rect_cache.intersects(sandwich_neighbour->item->global_rect_cache)) {
|
|
ok = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!ok) {
|
|
continue;
|
|
}
|
|
|
|
// it is ok to exchange them!
|
|
BSortItem temp;
|
|
temp.assign(second);
|
|
second.assign(*test_sort_item);
|
|
test_sort_item->assign(temp);
|
|
|
|
return true;
|
|
} // for test
|
|
|
|
return false;
|
|
}
|
|
|
|
PREAMBLE(void)::_software_transform_vertex(BatchVector2 &r_v, const Transform2D &p_tr) const {
|
|
Vector2 vc(r_v.x, r_v.y);
|
|
vc = p_tr.xform(vc);
|
|
r_v.set(vc);
|
|
}
|
|
|
|
PREAMBLE(void)::_software_transform_vertex(Vector2 &r_v, const Transform2D &p_tr) const {
|
|
r_v = p_tr.xform(r_v);
|
|
}
|
|
|
|
PREAMBLE(void)::_translate_batches_to_vertex_colored_FVF() {
|
|
// zeros the size and sets up how big each unit is
|
|
bdata.unit_vertices.prepare(sizeof(BatchVertexColored));
|
|
|
|
const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
|
|
RAST_DEBUG_ASSERT(bdata.vertex_colors.size() == bdata.vertices.size());
|
|
|
|
int num_verts = bdata.vertices.size();
|
|
|
|
for (int n = 0; n < num_verts; n++) {
|
|
const BatchVertex &bv = bdata.vertices[n];
|
|
|
|
BatchVertexColored *cv = (BatchVertexColored *)bdata.unit_vertices.request();
|
|
|
|
cv->pos = bv.pos;
|
|
cv->uv = bv.uv;
|
|
cv->col = *source_vertex_colors++;
|
|
}
|
|
}
|
|
|
|
// Translation always involved adding color to the FVF, which enables
|
|
// joining of batches that have different colors.
|
|
// There is a trade off. Non colored verts are smaller so work faster, but
|
|
// there comes a point where it is better to just use colored verts to avoid lots of
|
|
// batches.
|
|
// In addition this can optionally add light angles to the FVF, necessary for normal mapping.
|
|
T_PREAMBLE
|
|
template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
|
|
void C_PREAMBLE::_translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags) {
|
|
|
|
bool include_poly_color = false;
|
|
|
|
// we ONLY want to include the color verts in translation when using polys,
|
|
// as rects do not write vertex colors, only colors per batch.
|
|
if (p_sequence_batch_type_flags & RasterizerStorageCommon::BTF_POLY) {
|
|
include_poly_color = INCLUDE_LIGHT_ANGLES | INCLUDE_MODULATE | INCLUDE_LARGE;
|
|
}
|
|
|
|
// zeros the size and sets up how big each unit is
|
|
bdata.unit_vertices.prepare(sizeof(BATCH_VERTEX_TYPE));
|
|
bdata.batches_temp.reset();
|
|
|
|
// As the vertices_colored and batches_temp are 'mirrors' of the non-colored version,
|
|
// the sizes should be equal, and allocations should never fail. Hence the use of debug
|
|
// asserts to check program flow, these should not occur at runtime unless the allocation
|
|
// code has been altered.
|
|
RAST_DEBUG_ASSERT(bdata.unit_vertices.max_size() == bdata.vertices.max_size());
|
|
RAST_DEBUG_ASSERT(bdata.batches_temp.max_size() == bdata.batches.max_size());
|
|
|
|
Color curr_col(-1.0f, -1.0f, -1.0f, -1.0f);
|
|
|
|
Batch *dest_batch = nullptr;
|
|
|
|
const BatchColor *source_vertex_colors = &bdata.vertex_colors[0];
|
|
const float *source_light_angles = &bdata.light_angles[0];
|
|
const BatchColor *source_vertex_modulates = &bdata.vertex_modulates[0];
|
|
const BatchTransform *source_vertex_transforms = &bdata.vertex_transforms[0];
|
|
|
|
// translate the batches into vertex colored batches
|
|
for (int n = 0; n < bdata.batches.size(); n++) {
|
|
const Batch &source_batch = bdata.batches[n];
|
|
|
|
// does source batch use light angles?
|
|
const BatchTex &btex = bdata.batch_textures[source_batch.batch_texture_id];
|
|
bool source_batch_uses_light_angles = btex.RID_normal != RID();
|
|
|
|
bool needs_new_batch = true;
|
|
|
|
if (dest_batch) {
|
|
if (dest_batch->type == source_batch.type) {
|
|
if (source_batch.type == RasterizerStorageCommon::BT_RECT) {
|
|
if (dest_batch->batch_texture_id == source_batch.batch_texture_id) {
|
|
// add to previous batch
|
|
dest_batch->num_commands += source_batch.num_commands;
|
|
needs_new_batch = false;
|
|
|
|
// create the colored verts (only if not default)
|
|
//int first_vert = source_batch.first_quad * 4;
|
|
//int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
|
|
int first_vert = source_batch.first_vert;
|
|
int end_vert = first_vert + (4 * source_batch.num_commands);
|
|
|
|
for (int v = first_vert; v < end_vert; v++) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertices.size());
|
|
const BatchVertex &bv = bdata.vertices[v];
|
|
BATCH_VERTEX_TYPE *cv = (BATCH_VERTEX_TYPE *)bdata.unit_vertices.request();
|
|
RAST_DEBUG_ASSERT(cv);
|
|
cv->pos = bv.pos;
|
|
cv->uv = bv.uv;
|
|
cv->col = source_batch.color;
|
|
|
|
if (INCLUDE_LIGHT_ANGLES) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.light_angles.size());
|
|
// this is required to allow compilation with non light angle vertex.
|
|
// it should be compiled out.
|
|
BatchVertexLightAngled *lv = (BatchVertexLightAngled *)cv;
|
|
if (source_batch_uses_light_angles)
|
|
lv->light_angle = *source_light_angles++;
|
|
else
|
|
lv->light_angle = 0.0f; // dummy, unused in vertex shader (could possibly be left uninitialized, but probably bad idea)
|
|
} // if including light angles
|
|
|
|
if (INCLUDE_MODULATE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_modulates.size());
|
|
BatchVertexModulated *mv = (BatchVertexModulated *)cv;
|
|
mv->modulate = *source_vertex_modulates++;
|
|
} // including modulate
|
|
|
|
if (INCLUDE_LARGE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_transforms.size());
|
|
BatchVertexLarge *lv = (BatchVertexLarge *)cv;
|
|
lv->transform = *source_vertex_transforms++;
|
|
} // if including large
|
|
}
|
|
} // textures match
|
|
} else {
|
|
// default
|
|
// we can still join, but only under special circumstances
|
|
// does this ever happen? not sure at this stage, but left for future expansion
|
|
uint32_t source_last_command = source_batch.first_command + source_batch.num_commands;
|
|
if (source_last_command == dest_batch->first_command) {
|
|
dest_batch->num_commands += source_batch.num_commands;
|
|
needs_new_batch = false;
|
|
} // if the commands line up exactly
|
|
}
|
|
} // if both batches are the same type
|
|
|
|
} // if dest batch is valid
|
|
|
|
if (needs_new_batch) {
|
|
dest_batch = bdata.batches_temp.request();
|
|
RAST_DEBUG_ASSERT(dest_batch);
|
|
|
|
*dest_batch = source_batch;
|
|
|
|
// create the colored verts (only if not default)
|
|
if (source_batch.type != RasterizerStorageCommon::BT_DEFAULT) {
|
|
// int first_vert = source_batch.first_quad * 4;
|
|
// int end_vert = 4 * (source_batch.first_quad + source_batch.num_commands);
|
|
int first_vert = source_batch.first_vert;
|
|
int end_vert = first_vert + (4 * source_batch.num_commands);
|
|
|
|
for (int v = first_vert; v < end_vert; v++) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertices.size());
|
|
const BatchVertex &bv = bdata.vertices[v];
|
|
BATCH_VERTEX_TYPE *cv = (BATCH_VERTEX_TYPE *)bdata.unit_vertices.request();
|
|
RAST_DEBUG_ASSERT(cv);
|
|
cv->pos = bv.pos;
|
|
cv->uv = bv.uv;
|
|
|
|
// polys are special, they can have per vertex colors
|
|
if (!include_poly_color) {
|
|
cv->col = source_batch.color;
|
|
} else {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_colors.size());
|
|
cv->col = *source_vertex_colors++;
|
|
}
|
|
|
|
if (INCLUDE_LIGHT_ANGLES) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.light_angles.size());
|
|
// this is required to allow compilation with non light angle vertex.
|
|
// it should be compiled out.
|
|
BatchVertexLightAngled *lv = (BatchVertexLightAngled *)cv;
|
|
if (source_batch_uses_light_angles)
|
|
lv->light_angle = *source_light_angles++;
|
|
else
|
|
lv->light_angle = 0.0f; // dummy, unused in vertex shader (could possibly be left uninitialized, but probably bad idea)
|
|
} // if using light angles
|
|
|
|
if (INCLUDE_MODULATE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_modulates.size());
|
|
BatchVertexModulated *mv = (BatchVertexModulated *)cv;
|
|
mv->modulate = *source_vertex_modulates++;
|
|
} // including modulate
|
|
|
|
if (INCLUDE_LARGE) {
|
|
RAST_DEV_DEBUG_ASSERT(bdata.vertex_transforms.size());
|
|
BatchVertexLarge *lv = (BatchVertexLarge *)cv;
|
|
lv->transform = *source_vertex_transforms++;
|
|
} // if including large
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy the temporary batches to the master batch list (this could be avoided but it makes the code cleaner)
|
|
bdata.batches.copy_from(bdata.batches_temp);
|
|
}
|
|
|
|
PREAMBLE(bool)::_disallow_item_join_if_batch_types_too_different(RenderItemState &r_ris, uint32_t btf_allowed) {
|
|
r_ris.joined_item_batch_type_flags_curr |= btf_allowed;
|
|
|
|
bool disallow = false;
|
|
|
|
if (r_ris.joined_item_batch_type_flags_prev & (~btf_allowed))
|
|
disallow = true;
|
|
|
|
return disallow;
|
|
}
|
|
|
|
PREAMBLE(bool)::_detect_item_batch_break(RenderItemState &r_ris, RasterizerCanvas::Item *p_ci, bool &r_batch_break) {
|
|
int command_count = p_ci->commands.size();
|
|
|
|
// Any item that contains commands that are default
|
|
// (i.e. not handled by software transform and the batching renderer) should not be joined.
|
|
|
|
// ALSO batched types that differ in what the vertex format is needed to be should not be
|
|
// joined.
|
|
|
|
// In order to work this out, it does a lookahead through the commands,
|
|
// which could potentially be very expensive. As such it makes sense to put a limit on this
|
|
// to some small number, which will catch nearly all cases which need joining,
|
|
// but not be overly expensive in the case of items with large numbers of commands.
|
|
|
|
// It is hard to know what this number should be, empirically,
|
|
// and this has not been fully investigated. It works to join single sprite items when set to 1 or above.
|
|
// Note that there is a cost to increasing this because it has to look in advance through
|
|
// the commands.
|
|
// On the other hand joining items where possible will usually be better up to a certain
|
|
// number where the cost of software transform is higher than separate drawcalls with hardware
|
|
// transform.
|
|
|
|
// if there are more than this number of commands in the item, we
|
|
// don't allow joining (separate state changes, and hardware transform)
|
|
// This is set to quite a conservative (low) number until investigated properly.
|
|
// const int MAX_JOIN_ITEM_COMMANDS = 16;
|
|
|
|
r_ris.joined_item_batch_type_flags_curr = 0;
|
|
|
|
if (command_count > bdata.settings_max_join_item_commands) {
|
|
return true;
|
|
} else {
|
|
RasterizerCanvas::Item::Command *const *commands = p_ci->commands.ptr();
|
|
|
|
// run through the commands looking for one that could prevent joining
|
|
for (int command_num = 0; command_num < command_count; command_num++) {
|
|
|
|
RasterizerCanvas::Item::Command *command = commands[command_num];
|
|
RAST_DEBUG_ASSERT(command);
|
|
|
|
switch (command->type) {
|
|
|
|
default: {
|
|
//r_batch_break = true;
|
|
return true;
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_LINE: {
|
|
// special case, only batches certain lines
|
|
RasterizerCanvas::Item::CommandLine *line = static_cast<RasterizerCanvas::Item::CommandLine *>(command);
|
|
|
|
if (line->width > 1) {
|
|
//r_batch_break = true;
|
|
return true;
|
|
}
|
|
|
|
if (_disallow_item_join_if_batch_types_too_different(r_ris, RasterizerStorageCommon::BTF_LINE | RasterizerStorageCommon::BTF_LINE_AA)) {
|
|
return true;
|
|
}
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_POLYGON: {
|
|
// only allow polygons to join if they aren't skeleton
|
|
RasterizerCanvas::Item::CommandPolygon *poly = static_cast<RasterizerCanvas::Item::CommandPolygon *>(command);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
// anti aliasing not accelerated
|
|
if (poly->antialiased)
|
|
return true;
|
|
#endif
|
|
|
|
// light angles not yet implemented, treat as default
|
|
if (poly->normal_map != RID())
|
|
return true;
|
|
|
|
if (!get_this()->bdata.settings_use_software_skinning && poly->bones.size())
|
|
return true;
|
|
|
|
if (_disallow_item_join_if_batch_types_too_different(r_ris, RasterizerStorageCommon::BTF_POLY)) {
|
|
//r_batch_break = true;
|
|
return true;
|
|
}
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_RECT: {
|
|
if (_disallow_item_join_if_batch_types_too_different(r_ris, RasterizerStorageCommon::BTF_RECT))
|
|
return true;
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_NINEPATCH: {
|
|
// do not handle tiled ninepatches, these can't be batched and need to use legacy method
|
|
RasterizerCanvas::Item::CommandNinePatch *np = static_cast<RasterizerCanvas::Item::CommandNinePatch *>(command);
|
|
if ((np->axis_x != VisualServer::NINE_PATCH_STRETCH) || (np->axis_y != VisualServer::NINE_PATCH_STRETCH))
|
|
return true;
|
|
|
|
if (_disallow_item_join_if_batch_types_too_different(r_ris, RasterizerStorageCommon::BTF_RECT))
|
|
return true;
|
|
} break;
|
|
case RasterizerCanvas::Item::Command::TYPE_TRANSFORM: {
|
|
// compatible with all types
|
|
} break;
|
|
} // switch
|
|
|
|
} // for through commands
|
|
|
|
} // else
|
|
|
|
// special case, back buffer copy, so don't join
|
|
if (p_ci->copy_back_buffer) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#undef PREAMBLE
|
|
#undef T_PREAMBLE
|
|
#undef C_PREAMBLE
|
|
|
|
#endif // RASTERIZER_CANVAS_BATCHER_H
|