virtualx-engine/drivers/gles2/rasterizer_array_gles2.h
lawnjelly ecd39094ed GLES2 2D fix normal mapping - batching and nvidia workaround
Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms.

In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip.

In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
2020-08-18 17:49:24 +01:00

289 lines
8.7 KiB
C++

/*************************************************************************/
/* rasterizer_array_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#pragma once
/*************************************************************************/
/* rasterizer_array_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
* Fast single-threaded growable array for POD types.
* For use in render drivers, not for general use.
* TO BE REPLACED by local_vector.
*/
#include "core/os/memory.h"
#include "core/vector.h"
#include <string.h>
// very simple non-growable array, that keeps track of the size of a 'unit'
// which can be cast to whatever vertex format FVF required, and is initially
// created with enough memory to hold the biggest FVF.
// This allows multiple FVFs to use the same array.
class RasterizerUnitArrayGLES2 {
public:
RasterizerUnitArrayGLES2() {
_list = nullptr;
free();
}
~RasterizerUnitArrayGLES2() { free(); }
uint8_t *get_unit(unsigned int ui) { return &_list[ui * _unit_size_bytes]; }
const uint8_t *get_unit(unsigned int ui) const { return &_list[ui * _unit_size_bytes]; }
int size() const { return _size; }
int max_size() const { return _max_size; }
void free() {
if (_list) {
memdelete_arr(_list);
_list = 0;
}
_size = 0;
_max_size = 0;
_max_size_bytes = 0;
_unit_size_bytes = 0;
}
void create(int p_max_size_units, int p_max_unit_size_bytes) {
free();
_max_unit_size_bytes = p_max_unit_size_bytes;
_max_size = p_max_size_units;
_max_size_bytes = p_max_size_units * p_max_unit_size_bytes;
if (_max_size_bytes) {
_list = memnew_arr(uint8_t, _max_size_bytes);
}
}
void prepare(int p_unit_size_bytes) {
_unit_size_bytes = p_unit_size_bytes;
_size = 0;
}
// several items at a time
uint8_t *request(int p_num_items = 1) {
int old_size = _size;
_size += p_num_items;
if (_size <= _max_size) {
return get_unit(old_size);
}
// revert
_size = old_size;
return nullptr;
}
private:
uint8_t *_list;
int _size; // in units
int _max_size; // in units
int _max_size_bytes;
int _unit_size_bytes;
int _max_unit_size_bytes;
};
template <class T>
class RasterizerArrayGLES2 {
public:
RasterizerArrayGLES2() {
_list = 0;
_size = 0;
_max_size = 0;
}
~RasterizerArrayGLES2() { free(); }
T &operator[](unsigned int ui) { return _list[ui]; }
const T &operator[](unsigned int ui) const { return _list[ui]; }
void free() {
if (_list) {
memdelete_arr(_list);
_list = 0;
}
_size = 0;
_max_size = 0;
}
void create(int p_size) {
free();
if (p_size) {
_list = memnew_arr(T, p_size);
}
_size = 0;
_max_size = p_size;
}
void reset() { _size = 0; }
T *request_with_grow() {
T *p = request();
if (!p) {
grow();
return request_with_grow();
}
return p;
}
// none of that inefficient pass by value stuff here, thanks
T *request() {
if (_size < _max_size) {
return &_list[_size++];
}
return 0;
}
// several items at a time
T *request(int p_num_items) {
int old_size = _size;
_size += p_num_items;
if (_size <= _max_size) {
return &_list[old_size];
}
// revert
_size = old_size;
return 0;
}
int size() const { return _size; }
int max_size() const { return _max_size; }
const T *get_data() const { return _list; }
bool copy_from(const RasterizerArrayGLES2<T> &o) {
// no resizing done here, it should be done manually
if (o.size() > _max_size)
return false;
// pod types only please!
memcpy(_list, o.get_data(), o.size() * sizeof(T));
_size = o.size();
return true;
}
// if you want this to be cheap, call reset before grow,
// to ensure there is no data to copy
void grow() {
unsigned int new_max_size = _max_size * 2;
if (!new_max_size)
new_max_size = 1;
T *new_list = memnew_arr(T, new_max_size);
// copy .. pod types only
if (_list) {
memcpy(new_list, _list, _size * sizeof(T));
}
unsigned int new_size = size();
free();
_list = new_list;
_size = new_size;
_max_size = new_max_size;
}
private:
T *_list;
int _size;
int _max_size;
};
template <class T>
class RasterizerArray_non_pod_GLES2 {
public:
RasterizerArray_non_pod_GLES2() {
_size = 0;
}
const T &operator[](unsigned int ui) const { return _list[ui]; }
void create(int p_size) {
_list.resize(p_size);
_size = 0;
}
void reset() { _size = 0; }
void push_back(const T &val) {
while (true) {
if (_size < max_size()) {
_list.set(_size, val);
_size++;
return;
}
grow();
}
}
int size() const { return _size; }
int max_size() const { return _list.size(); }
private:
void grow() {
unsigned int new_max_size = _list.size() * 2;
if (!new_max_size)
new_max_size = 1;
_list.resize(new_max_size);
}
Vector<T> _list;
int _size;
};