virtualx-engine/drivers/gles2/rasterizer_canvas_base_gles2.cpp
lawnjelly 45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

This PR batches across canvas items as well as within items.

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00

1010 lines
37 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_base_gles2.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "rasterizer_canvas_base_gles2.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
RID RasterizerCanvasBaseGLES2::light_internal_create() {
return RID();
}
void RasterizerCanvasBaseGLES2::light_internal_update(RID p_rid, Light *p_light) {
}
void RasterizerCanvasBaseGLES2::light_internal_free(RID p_rid) {
}
void RasterizerCanvasBaseGLES2::canvas_begin() {
state.canvas_shader.bind();
state.using_transparent_rt = false;
int viewport_x, viewport_y, viewport_width, viewport_height;
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
// set Viewport and Scissor when rendering directly to screen
viewport_width = storage->frame.current_rt->width;
viewport_height = storage->frame.current_rt->height;
viewport_x = storage->frame.current_rt->x;
viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
glEnable(GL_SCISSOR_TEST);
}
}
if (storage->frame.clear_request) {
glClearColor(storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
storage->frame.clear_request_color.b,
state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request = false;
}
/*
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
*/
reset_canvas();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
glDisableVertexAttribArray(VS::ARRAY_COLOR);
// set up default uniforms
Transform canvas_transform;
if (storage->frame.current_rt) {
float csy = 1.0;
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
csy = -1.0;
}
canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
} else {
Vector2 ssize = OS::get_singleton()->get_window_size();
canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
}
state.uniforms.projection_matrix = canvas_transform;
state.uniforms.final_modulate = Color(1, 1, 1, 1);
state.uniforms.modelview_matrix = Transform2D();
state.uniforms.extra_matrix = Transform2D();
_set_uniforms();
_bind_quad_buffer();
}
void RasterizerCanvasBaseGLES2::canvas_end() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
//reset viewport to full window size
int viewport_width = OS::get_singleton()->get_window_size().width;
int viewport_height = OS::get_singleton()->get_window_size().height;
glViewport(0, 0, viewport_width, viewport_height);
glScissor(0, 0, viewport_width, viewport_height);
}
state.using_texture_rect = false;
state.using_skeleton = false;
state.using_ninepatch = false;
state.using_transparent_rt = false;
}
void RasterizerCanvasBaseGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
RasterizerStorageGLES2::Texture *tex_return = NULL;
if (p_texture.is_valid()) {
RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
if (texture->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
texture = texture->get_ptr();
if (texture->render_target) {
texture->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
state.current_tex_ptr = texture;
tex_return = texture;
}
} else {
state.current_tex = RID();
state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
if (p_normal_map == state.current_normal) {
//do none
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
} else if (p_normal_map.is_valid()) {
RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
if (!normal_map) {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
} else {
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
}
} else {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
}
return tex_return;
}
void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *black_image) {
Vector2 window_size = OS::get_singleton()->get_window_size();
int window_h = window_size.height;
int window_w = window_size.width;
glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
glViewport(0, 0, window_size.width, window_size.height);
canvas_begin();
if (black_image[MARGIN_LEFT].is_valid()) {
_bind_canvas_texture(black_image[MARGIN_LEFT], RID());
Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
} else if (black_margin[MARGIN_LEFT]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
}
if (black_image[MARGIN_RIGHT].is_valid()) {
_bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
} else if (black_margin[MARGIN_RIGHT]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
}
if (black_image[MARGIN_TOP].is_valid()) {
_bind_canvas_texture(black_image[MARGIN_TOP], RID());
Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
} else if (black_margin[MARGIN_TOP]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
}
if (black_image[MARGIN_BOTTOM].is_valid()) {
_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));
} else if (black_margin[MARGIN_BOTTOM]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
}
canvas_end();
}
void RasterizerCanvasBaseGLES2::_bind_quad_buffer() {
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void RasterizerCanvasBaseGLES2::_set_uniforms() {
state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
if (storage->frame.current_rt) {
Vector2 screen_pixel_size;
screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
}
if (state.using_skeleton) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
}
if (state.using_light) {
Light *light = state.using_light;
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
basis_inverse[2] = Vector2();
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
if (state.using_shadow) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
if (light->radius_cache == 0) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
}
}
void RasterizerCanvasBaseGLES2::reset_canvas() {
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glEnable(GL_BLEND);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// bind the back buffer to a texture so shaders can use it.
// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
// glActiveTexture(GL_TEXTURE0 + 2);
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}
void RasterizerCanvasBaseGLES2::_copy_texscreen(const Rect2 &p_rect) {
state.canvas_texscreen_used = true;
_copy_screen(p_rect);
// back to canvas, force rebind
state.using_texture_rect = false;
state.canvas_shader.bind();
_bind_canvas_texture(state.current_tex, state.current_normal);
_set_uniforms();
}
void RasterizerCanvasBaseGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_weights && p_bones) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
glDisableVertexAttribArray(VS::ARRAY_BONES);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
if (storage->config.support_32_bits_indices) { //should check for
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
} else {
uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
for (int i = 0; i < p_index_count; i++) {
index16[i] = uint16_t(p_indices[i]);
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(p_primitive, 0, p_vertex_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
if (storage->config.support_32_bits_indices) { //should check for
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
} else {
uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
for (int i = 0; i < p_index_count; i++) {
index16[i] = uint16_t(p_indices[i]);
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
int color_offset = 0;
int uv_offset = 0;
int stride = 2;
if (p_colors) {
color_offset = stride;
stride += 4;
}
if (p_uvs) {
uv_offset = stride;
stride += 2;
}
float buffer_data[(2 + 2 + 4) * 4];
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + 0] = p_vertices[i].x;
buffer_data[stride * i + 1] = p_vertices[i].y;
}
if (p_colors) {
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
}
}
if (p_uvs) {
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
}
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
if (p_colors) {
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
glEnableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(prim[p_points], 0, p_points);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
return;
}
ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
glDisable(GL_BLEND);
Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
if (p_rect != Rect2()) {
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
}
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.bind();
storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
const Vector2 vertpos[4] = {
Vector2(-1, -1),
Vector2(-1, 1),
Vector2(1, 1),
Vector2(1, -1),
};
const Vector2 uvpos[4] = {
Vector2(0, 0),
Vector2(0, 1),
Vector2(1, 1),
Vector2(1, 0)
};
const int indexpos[6] = {
0, 1, 2,
2, 3, 0
};
_draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
glEnable(GL_BLEND);
}
void RasterizerCanvasBaseGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
ERR_FAIL_COND(!cls);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shadow_shader.bind();
glViewport(0, 0, cls->size, cls->height);
glClearDepth(1.0f);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
for (int i = 0; i < 4; i++) {
//make sure it remains orthogonal, makes easy to read angle later
Transform light;
light.origin[0] = p_light_xform[2][0];
light.origin[1] = p_light_xform[2][1];
light.basis[0][0] = p_light_xform[0][0];
light.basis[0][1] = p_light_xform[1][0];
light.basis[1][0] = p_light_xform[0][1];
light.basis[1][1] = p_light_xform[1][1];
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
//p_near=1;
CameraMatrix projection;
{
real_t fov = 90;
real_t nearp = p_near;
real_t farp = p_far;
real_t aspect = 1.0;
real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
if (i == 0)
*p_xform_cache = projection;
glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
LightOccluderInstance *instance = p_occluders;
while (instance) {
RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
transformed_cull_cache =
transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
}
if (cull != transformed_cull_cache) {
cull = transformed_cull_cache;
switch (cull) {
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
glDisable(GL_CULL_FACE);
} break;
case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
} break;
case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
} break;
}
}
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
Vector2 half_size;
if (storage->frame.current_rt) {
half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
} else {
half_size = OS::get_singleton()->get_window_size();
}
half_size *= 0.5;
Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
float aspect_ratio = p_rect.size.x / p_rect.size.y;
// setup our lens shader
state.lens_shader.bind();
state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
// bind our quad buffer
_bind_quad_buffer();
// and draw
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// and cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
}
void RasterizerCanvasBaseGLES2::initialize() {
// quad buffer
{
glGenBuffers(1, &data.canvas_quad_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
const float qv[8] = {
0, 0,
0, 1,
1, 1,
1, 0
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
poly_size *= 1024;
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
data.polygon_buffer_size = poly_size;
glBindBuffer(GL_ARRAY_BUFFER, 0);
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
index_size *= 1024; // kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
data.polygon_index_buffer_size = index_size;
}
// ninepatch buffers
{
// array buffer
glGenBuffers(1, &data.ninepatch_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// element buffer
glGenBuffers(1, &data.ninepatch_elements);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
#define _EIDX(y, x) (y * 4 + x)
uint8_t elems[3 * 2 * 9] = {
// first row
_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
// second row
_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
// the center one would be here, but we'll put it at the end
// so it's easier to disable the center and be able to use
// one draw call for both
_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
// third row
_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
// center field
_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
};
#undef _EIDX
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
state.canvas_shadow_shader.init();
state.canvas_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shader.bind();
state.lens_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
state.using_light = NULL;
state.using_transparent_rt = false;
state.using_skeleton = false;
}
void RasterizerCanvasBaseGLES2::finalize() {
}
RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() {
#ifdef GLES_OVER_GL
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
#else
// Not needed (a priori) on GLES devices
use_nvidia_rect_workaround = false;
#endif
}