godot/drivers/gles_common/rasterizer_canvas_batcher.h
lawnjelly e7d1735bff GLES - fix some sanitizer warnings
These are benign but worth fixing as it clears the log to find more important errors.

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

This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
2021-02-18 15:45:38 +00:00

3110 lines
110 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_batcher.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_BATCHER_H
#define RASTERIZER_CANVAS_BATCHER_H
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_array.h"
#include "rasterizer_asserts.h"
#include "rasterizer_storage_common.h"
#include "servers/visual/rasterizer.h"
// We are using the curiously recurring template pattern
// https://en.wikipedia.org/wiki/Curiously_recurring_template_pattern
// For static polymorphism.
// This makes it super easy to access
// data / call funcs in the derived rasterizers from the base without writing and
// maintaining a boatload of virtual functions.
// In addition it assures that vtable will not be used and the function calls can be optimized,
// because it gives compile time static polymorphism.
// These macros makes it simpler and less verbose to define (and redefine) the inline functions
// template preamble
#define T_PREAMBLE template <class T, typename T_STORAGE>
// class preamble
#define C_PREAMBLE RasterizerCanvasBatcher<T, T_STORAGE>
// generic preamble
#define PREAMBLE(RET_T) \
T_PREAMBLE \
RET_T C_PREAMBLE
template <class T, typename T_STORAGE>
class RasterizerCanvasBatcher {
public:
// used to determine whether we use hardware transform (none)
// software transform all verts, or software transform just a translate
// (no rotate or scale)
enum TransformMode {
TM_NONE,
TM_ALL,
TM_TRANSLATE,
};
// pod versions of vector and color and RID, need to be 32 bit for vertex format
struct BatchVector2 {
float x, y;
void set(float xx, float yy) {
x = xx;
y = yy;
}
void set(const Vector2 &p_o) {
x = p_o.x;
y = p_o.y;
}
void to(Vector2 &r_o) const {
r_o.x = x;
r_o.y = y;
}
};
struct BatchColor {
float r, g, b, a;
void set_white() {
r = 1.0f;
g = 1.0f;
b = 1.0f;
a = 1.0f;
}
void set(const Color &p_c) {
r = p_c.r;
g = p_c.g;
b = p_c.b;
a = p_c.a;
}
void set(float rr, float gg, float bb, float aa) {
r = rr;
g = gg;
b = bb;
a = aa;
}
bool operator==(const BatchColor &p_c) const {
return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
}
bool operator!=(const BatchColor &p_c) const { return (*this == p_c) == false; }
bool equals(const Color &p_c) const {
return (r == p_c.r) && (g == p_c.g) && (b == p_c.b) && (a == p_c.a);
}
const float *get_data() const { return &r; }
String to_string() const {
String sz = "{";
const float *data = get_data();
for (int c = 0; c < 4; c++) {
float f = data[c];
int val = ((f * 255.0f) + 0.5f);
sz += String(Variant(val)) + " ";
}
sz += "}";
return sz;
}
};
// simplest FVF - local or baked position
struct BatchVertex {
// must be 32 bit pod
BatchVector2 pos;
BatchVector2 uv;
};
// simple FVF but also incorporating baked color
struct BatchVertexColored : public BatchVertex {
// must be 32 bit pod
BatchColor col;
};
// if we are using normal mapping, we need light angles to be sent
struct BatchVertexLightAngled : public BatchVertexColored {
// must be pod
float light_angle;
};
// CUSTOM SHADER vertex formats. These are larger but will probably
// be needed with custom shaders in order to have the data accessible in the shader.
// if we are using COLOR in vertex shader but not position (VERTEX)
struct BatchVertexModulated : public BatchVertexLightAngled {
BatchColor modulate;
};
struct BatchTransform {
BatchVector2 translate;
BatchVector2 basis[2];
};
// last resort, specially for custom shader, we put everything possible into a huge FVF
// not very efficient, but better than no batching at all.
struct BatchVertexLarge : public BatchVertexModulated {
// must be pod
BatchTransform transform;
};
// Batch should be as small as possible, and ideally nicely aligned (is 32 bytes at the moment)
struct Batch {
RasterizerStorageCommon::BatchType type; // should be 16 bit
uint16_t batch_texture_id;
// also item reference number
uint32_t first_command;
// in the case of DEFAULT, this is num commands.
// with rects, is number of command and rects.
// with lines, is number of lines
uint32_t num_commands;
// first vertex of this batch in the vertex lists
uint32_t first_vert;
BatchColor color;
};
struct BatchTex {
enum TileMode : uint32_t {
TILE_OFF,
TILE_NORMAL,
TILE_FORCE_REPEAT,
};
RID RID_texture;
RID RID_normal;
TileMode tile_mode;
BatchVector2 tex_pixel_size;
uint32_t flags;
};
// items in a list to be sorted prior to joining
struct BSortItem {
// have a function to keep as pod, rather than operator
void assign(const BSortItem &o) {
item = o.item;
z_index = o.z_index;
}
RasterizerCanvas::Item *item;
int z_index;
};
// batch item may represent 1 or more items
struct BItemJoined {
uint32_t first_item_ref;
uint32_t num_item_refs;
Rect2 bounding_rect;
// note the z_index may only be correct for the first of the joined item references
// this has implications for light culling with z ranged lights.
int16_t z_index;
// these are defined in RasterizerStorageCommon::BatchFlags
uint16_t flags;
// we are always splitting items with lots of commands,
// and items with unhandled primitives (default)
bool use_hardware_transform() const { return num_item_refs == 1; }
};
struct BItemRef {
RasterizerCanvas::Item *item;
Color final_modulate;
};
struct BLightRegion {
void reset() {
light_bitfield = 0;
shadow_bitfield = 0;
too_many_lights = false;
}
uint64_t light_bitfield;
uint64_t shadow_bitfield;
bool too_many_lights; // we can only do light region optimization if there are 64 or less lights
};
struct BatchData {
BatchData() {
reset_flush();
reset_joined_item();
gl_vertex_buffer = 0;
gl_index_buffer = 0;
max_quads = 0;
vertex_buffer_size_units = 0;
vertex_buffer_size_bytes = 0;
index_buffer_size_units = 0;
index_buffer_size_bytes = 0;
use_colored_vertices = false;
settings_use_batching = false;
settings_max_join_item_commands = 0;
settings_colored_vertex_format_threshold = 0.0f;
settings_batch_buffer_num_verts = 0;
scissor_threshold_area = 0.0f;
joined_item_batch_flags = 0;
diagnose_frame = false;
next_diagnose_tick = 10000;
diagnose_frame_number = 9999999999; // some high number
join_across_z_indices = true;
settings_item_reordering_lookahead = 0;
settings_use_batching_original_choice = false;
settings_flash_batching = false;
settings_diagnose_frame = false;
settings_scissor_lights = false;
settings_scissor_threshold = -1.0f;
settings_use_single_rect_fallback = false;
settings_use_software_skinning = true;
settings_ninepatch_mode = 0; // default
settings_light_max_join_items = 16;
settings_uv_contract = false;
settings_uv_contract_amount = 0.0f;
buffer_mode_batch_upload_send_null = true;
buffer_mode_batch_upload_flag_stream = false;
stats_items_sorted = 0;
stats_light_items_joined = 0;
}
// called for each joined item
void reset_joined_item() {
// noop but left in as a stub
}
// called after each flush
void reset_flush() {
batches.reset();
batch_textures.reset();
vertices.reset();
light_angles.reset();
vertex_colors.reset();
vertex_modulates.reset();
vertex_transforms.reset();
total_quads = 0;
total_verts = 0;
total_color_changes = 0;
use_light_angles = false;
use_modulate = false;
use_large_verts = false;
fvf = RasterizerStorageCommon::FVF_REGULAR;
}
unsigned int gl_vertex_buffer;
unsigned int gl_index_buffer;
uint32_t max_quads;
uint32_t vertex_buffer_size_units;
uint32_t vertex_buffer_size_bytes;
uint32_t index_buffer_size_units;
uint32_t index_buffer_size_bytes;
// small vertex FVF type - pos and UV.
// This will always be written to initially, but can be translated
// to larger FVFs if necessary.
RasterizerArray<BatchVertex> vertices;
// extra data which can be stored during prefilling, for later translation to larger FVFs
RasterizerArray<float> light_angles;
RasterizerArray<BatchColor> vertex_colors; // these aren't usually used, but are for polys
RasterizerArray<BatchColor> vertex_modulates;
RasterizerArray<BatchTransform> vertex_transforms;
// instead of having a different buffer for each vertex FVF type
// we have a special array big enough for the biggest FVF
// which can have a changeable unit size, and reuse it.
RasterizerUnitArray unit_vertices;
RasterizerArray<Batch> batches;
RasterizerArray<Batch> batches_temp; // used for translating to colored vertex batches
RasterizerArray_non_pod<BatchTex> batch_textures; // the only reason this is non-POD is because of RIDs
// SHOULD THESE BE IN FILLSTATE?
// flexible vertex format.
// all verts have pos and UV.
// some have color, some light angles etc.
RasterizerStorageCommon::FVF fvf;
bool use_colored_vertices;
bool use_light_angles;
bool use_modulate;
bool use_large_verts;
// if the shader is using MODULATE, we prevent baking color so the final_modulate can
// be read in the shader.
// if the shader is reading VERTEX, we prevent baking vertex positions with extra matrices etc
// to prevent the read position being incorrect.
// These flags are defined in RasterizerStorageCommon::BatchFlags
uint32_t joined_item_batch_flags;
RasterizerArray<BItemJoined> items_joined;
RasterizerArray<BItemRef> item_refs;
// items are sorted prior to joining
RasterizerArray<BSortItem> sort_items;
// counts
int total_quads;
int total_verts;
// we keep a record of how many color changes caused new batches
// if the colors are causing an excessive number of batches, we switch
// to alternate batching method and add color to the vertex format.
int total_color_changes;
// measured in pixels, recalculated each frame
float scissor_threshold_area;
// diagnose this frame, every nTh frame when settings_diagnose_frame is on
bool diagnose_frame;
String frame_string;
uint32_t next_diagnose_tick;
uint64_t diagnose_frame_number;
// whether to join items across z_indices - this can interfere with z ranged lights,
// so has to be disabled in some circumstances
bool join_across_z_indices;
// global settings
bool settings_use_batching; // the current use_batching (affected by flash)
bool settings_use_batching_original_choice; // the choice entered in project settings
bool settings_flash_batching; // for regression testing, flash between non-batched and batched renderer
bool settings_diagnose_frame; // print out batches to help optimize / regression test
int settings_max_join_item_commands;
float settings_colored_vertex_format_threshold;
int settings_batch_buffer_num_verts;
bool settings_scissor_lights;
float settings_scissor_threshold; // 0.0 to 1.0
int settings_item_reordering_lookahead;
bool settings_use_single_rect_fallback;
bool settings_use_software_skinning;
int settings_light_max_join_items;
int settings_ninepatch_mode;
// buffer orphaning modes
bool buffer_mode_batch_upload_send_null;
bool buffer_mode_batch_upload_flag_stream;
// uv contraction
bool settings_uv_contract;
float settings_uv_contract_amount;
// only done on diagnose frame
void reset_stats() {
stats_items_sorted = 0;
stats_light_items_joined = 0;
}
// frame stats (just for monitoring and debugging)
int stats_items_sorted;
int stats_light_items_joined;
} bdata;
struct FillState {
void reset_flush() {
// don't reset members that need to be preserved after flushing
// half way through a list of commands
curr_batch = 0;
batch_tex_id = -1;
texpixel_size = Vector2(1, 1);
contract_uvs = false;
sequence_batch_type_flags = 0;
}
void reset_joined_item(bool p_use_hardware_transform) {
reset_flush();
use_hardware_transform = p_use_hardware_transform;
extra_matrix_sent = false;
}
// for batching multiple types, we don't allow mixing RECTs / LINEs etc.
// using flags allows quicker rejection of sequences with different batch types
uint32_t sequence_batch_type_flags;
Batch *curr_batch;
int batch_tex_id;
bool use_hardware_transform;
bool contract_uvs;
Vector2 texpixel_size;
Color final_modulate;
TransformMode transform_mode;
TransformMode orig_transform_mode;
// support for extra matrices
bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
int transform_extra_command_number_p1; // plus one to allow fast checking against zero
Transform2D transform_combined; // final * extra
};
// used during try_join
struct RenderItemState {
RenderItemState() { reset(); }
void reset() {
current_clip = nullptr;
shader_cache = nullptr;
rebind_shader = true;
prev_use_skeleton = false;
last_blend_mode = -1;
canvas_last_material = RID();
item_group_z = 0;
item_group_light = nullptr;
final_modulate = Color(-1.0, -1.0, -1.0, -1.0); // just something unlikely
joined_item_batch_type_flags_curr = 0;
joined_item_batch_type_flags_prev = 0;
joined_item = nullptr;
}
RasterizerCanvas::Item *current_clip;
typename T_STORAGE::Shader *shader_cache;
bool rebind_shader;
bool prev_use_skeleton;
bool prev_distance_field;
int last_blend_mode;
RID canvas_last_material;
Color final_modulate;
// used for joining items only
BItemJoined *joined_item;
bool join_batch_break;
BLightRegion light_region;
// we need some logic to prevent joining items that have vastly different batch types
// these are defined in RasterizerStorageCommon::BatchTypeFlags
uint32_t joined_item_batch_type_flags_curr;
uint32_t joined_item_batch_type_flags_prev;
// 'item group' is data over a single call to canvas_render_items
int item_group_z;
Color item_group_modulate;
RasterizerCanvas::Light *item_group_light;
Transform2D item_group_base_transform;
} _render_item_state;
bool use_nvidia_rect_workaround;
//////////////////////////////////////////////////////////////////////////////
// End of structs used by the batcher. Beginning of funcs.
private:
// curiously recurring template pattern - allows access to functions in the DERIVED class
// this is kind of like using virtual functions but more efficient as they are resolved at compile time
T_STORAGE *get_storage() { return static_cast<const T *>(this)->storage; }
const T_STORAGE *get_storage() const { return static_cast<const T *>(this)->storage; }
T *get_this() { return static_cast<T *>(this); }
const T *get_this() const { return static_cast<const T *>(this); }
protected:
// main functions called from the rasterizer canvas
void batch_constructor();
void batch_initialize();
void batch_canvas_begin();
void batch_canvas_end();
void batch_canvas_render_items_begin(const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform);
void batch_canvas_render_items_end();
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);
// recording and sorting items from the initial pass
void record_items(RasterizerCanvas::Item *p_item_list, int p_z);
void join_sorted_items();
void sort_items();
bool _sort_items_match(const BSortItem &p_a, const BSortItem &p_b) const;
bool sort_items_from(int p_start);
// joining logic
bool _disallow_item_join_if_batch_types_too_different(RenderItemState &r_ris, uint32_t btf_allowed);
bool _detect_item_batch_break(RenderItemState &r_ris, RasterizerCanvas::Item *p_ci, bool &r_batch_break);
// drives the loop filling batches and flushing
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);
private:
// flush once full or end of joined item
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);
// a single joined item can contain multiple itemrefs, and thus create lots of batches
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);
// prefilling different types of batch
// default batch is an 'unhandled' legacy type batch that will be drawn with the legacy path,
// all other batches are accelerated.
void _prefill_default_batch(FillState &r_fill_state, int p_command_num, const RasterizerCanvas::Item &p_item);
// accelerated batches
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);
template <bool SEND_LIGHT_ANGLES>
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);
template <bool SEND_LIGHT_ANGLES>
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);
template <bool SEND_LIGHT_ANGLES>
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);
// dealing with textures
int _batch_find_or_create_tex(const RID &p_texture, const RID &p_normal, bool p_tile, int p_previous_match);
protected:
// legacy support for non batched mode
void _legacy_canvas_item_render_commands(RasterizerCanvas::Item *p_item, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material);
// light scissoring
bool _light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const;
bool _light_find_intersection(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect, Rect2 &r_cliprect) const;
void _calculate_scissor_threshold_area();
private:
// translating vertex formats prior to rendering
void _translate_batches_to_vertex_colored_FVF();
template <class BATCH_VERTEX_TYPE, bool INCLUDE_LIGHT_ANGLES, bool INCLUDE_MODULATE, bool INCLUDE_LARGE>
void _translate_batches_to_larger_FVF(uint32_t p_sequence_batch_type_flags);
protected:
// accessory funcs
void _software_transform_vertex(BatchVector2 &r_v, const Transform2D &p_tr) const;
void _software_transform_vertex(Vector2 &r_v, const Transform2D &p_tr) const;
TransformMode _find_transform_mode(const Transform2D &p_tr) const {
// decided whether to do translate only for software transform
if ((p_tr.elements[0].x == 1.0f) &&
(p_tr.elements[0].y == 0.0f) &&
(p_tr.elements[1].x == 0.0f) &&
(p_tr.elements[1].y == 1.0f)) {
return TM_TRANSLATE;
}
return TM_ALL;
}
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);
typename T_STORAGE::Texture *_get_canvas_texture(const RID &p_texture) const {
if (p_texture.is_valid()) {
typename T_STORAGE::Texture *texture = get_storage()->texture_owner.getornull(p_texture);
if (texture) {
// could be a proxy texture (e.g. animated)
if (texture->proxy) {
// take care to prevent infinite loop
int count = 0;
while (texture->proxy) {
texture = texture->proxy;
count++;
ERR_FAIL_COND_V_MSG(count == 16, nullptr, "Texture proxy infinite loop detected.");
}
}
return texture->get_ptr();
}
}
return nullptr;
}
public:
Batch *_batch_request_new(bool p_blank = true) {
Batch *batch = bdata.batches.request();
if (!batch) {
// grow the batches
bdata.batches.grow();
// and the temporary batches (used for color verts)
bdata.batches_temp.reset();
bdata.batches_temp.grow();
// this should always succeed after growing
batch = bdata.batches.request();
RAST_DEBUG_ASSERT(batch);
}
if (p_blank)
memset(batch, 0, sizeof(Batch));
return batch;
}
BatchVertex *_batch_vertex_request_new() {
return bdata.vertices.request();
}
protected:
// no need to compile these in in release, they are unneeded outside the editor and only add to executable size
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
#include "batch_diagnose.inc"
#endif
};
PREAMBLE(void)::batch_canvas_begin() {
// diagnose_frame?
bdata.frame_string = ""; // just in case, always set this as we don't want a string leak in release...
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
if (bdata.settings_diagnose_frame) {
bdata.diagnose_frame = false;
uint32_t tick = OS::get_singleton()->get_ticks_msec();
uint64_t frame = Engine::get_singleton()->get_frames_drawn();
if (tick >= bdata.next_diagnose_tick) {
bdata.next_diagnose_tick = tick + 10000;
// the plus one is prevent starting diagnosis half way through frame
bdata.diagnose_frame_number = frame + 1;
}
if (frame == bdata.diagnose_frame_number) {
bdata.diagnose_frame = true;
bdata.reset_stats();
}
if (bdata.diagnose_frame) {
bdata.frame_string = "canvas_begin FRAME " + itos(frame) + "\n";
}
}
#endif
}
PREAMBLE(void)::batch_canvas_end() {
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
if (bdata.diagnose_frame) {
bdata.frame_string += "canvas_end\n";
if (bdata.stats_items_sorted) {
bdata.frame_string += "\titems reordered: " + itos(bdata.stats_items_sorted) + "\n";
}
if (bdata.stats_light_items_joined) {
bdata.frame_string += "\tlight items joined: " + itos(bdata.stats_light_items_joined) + "\n";
}
print_line(bdata.frame_string);
}
#endif
}
PREAMBLE(void)::batch_canvas_render_items_begin(const Color &p_modulate, RasterizerCanvas::Light *p_light, const Transform2D &p_base_transform) {
// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
if (bdata.settings_flash_batching) {
if ((Engine::get_singleton()->get_frames_drawn() % 2) == 0)
bdata.settings_use_batching = true;
else
bdata.settings_use_batching = false;
}
if (!bdata.settings_use_batching) {
return;
}
// this only needs to be done when screen size changes, but this should be
// infrequent enough
_calculate_scissor_threshold_area();
// set up render item state for all the z_indexes (this is common to all z_indexes)
_render_item_state.reset();
_render_item_state.item_group_modulate = p_modulate;
_render_item_state.item_group_light = p_light;
_render_item_state.item_group_base_transform = p_base_transform;
_render_item_state.light_region.reset();
// batch break must be preserved over the different z indices,
// to prevent joining to an item on a previous index if not allowed
_render_item_state.join_batch_break = false;
// whether to join across z indices depends on whether there are z ranged lights.
// joined z_index items can be wrongly classified with z ranged lights.
bdata.join_across_z_indices = true;
int light_count = 0;
while (p_light) {
light_count++;
if ((p_light->z_min != VS::CANVAS_ITEM_Z_MIN) || (p_light->z_max != VS::CANVAS_ITEM_Z_MAX)) {
// prevent joining across z indices. This would have caused visual regressions
bdata.join_across_z_indices = false;
}
p_light = p_light->next_ptr;
}
// can't use the light region bitfield if there are too many lights
// hopefully most games won't blow this limit..
// if they do they will work but it won't batch join items just in case
if (light_count > 64) {
_render_item_state.light_region.too_many_lights = true;
}
}
PREAMBLE(void)::batch_canvas_render_items_end() {
if (!bdata.settings_use_batching) {
return;
}
join_sorted_items();
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
if (bdata.diagnose_frame) {
bdata.frame_string += "items\n";
}
#endif
// batching render is deferred until after going through all the z_indices, joining all the items
get_this()->canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
_render_item_state.item_group_light,
_render_item_state.item_group_base_transform);
bdata.items_joined.reset();
bdata.item_refs.reset();
bdata.sort_items.reset();
}
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) {
// stage 1 : join similar items, so that their state changes are not repeated,
// and commands from joined items can be batched together
if (bdata.settings_use_batching) {
record_items(p_item_list, p_z);
return;
}
// only legacy renders at this stage, batched renderer doesn't render until canvas_render_items_end()
get_this()->canvas_render_items_implementation(p_item_list, p_z, p_modulate, p_light, p_base_transform);
}
// Default batches will not occur in software transform only items
// EXCEPT IN THE CASE OF SINGLE RECTS (and this may well not occur, check the logic in prefill_join_item TYPE_RECT)
// but can occur where transform commands have been sent during hardware batch
PREAMBLE(void)::_prefill_default_batch(FillState &r_fill_state, int p_command_num, const RasterizerCanvas::Item &p_item) {
if (r_fill_state.curr_batch->type == RasterizerStorageCommon::BT_DEFAULT) {
// don't need to flush an extra transform command?
if (!r_fill_state.transform_extra_command_number_p1) {
// another default command, just add to the existing batch
r_fill_state.curr_batch->num_commands++;
RAST_DEV_DEBUG_ASSERT(r_fill_state.curr_batch->num_commands <= p_command_num);
} else {
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
if (r_fill_state.transform_extra_command_number_p1 != p_command_num) {
WARN_PRINT_ONCE("_prefill_default_batch : transform_extra_command_number_p1 != p_command_num");
}
#endif
// if the first member of the batch is a transform we have to be careful
if (!r_fill_state.curr_batch->num_commands) {
// there can be leading useless extra transforms (sometimes happens with debug collision polys)
// we need to rejig the first_command for the first useful transform
r_fill_state.curr_batch->first_command += r_fill_state.transform_extra_command_number_p1 - 1;
}
// we do have a pending extra transform command to flush
// either the extra transform is in the prior command, or not, in which case we need 2 batches
r_fill_state.curr_batch->num_commands += 2;
r_fill_state.transform_extra_command_number_p1 = 0; // mark as sent
r_fill_state.extra_matrix_sent = true;
// the original mode should always be hardware transform ..
// test this assumption
//CRASH_COND(r_fill_state.orig_transform_mode != TM_NONE);
r_fill_state.transform_mode = r_fill_state.orig_transform_mode;
// do we need to restore anything else?
}
} else {
// end of previous different type batch, so start new default batch
// first consider whether there is a dirty extra matrix to send
if (r_fill_state.transform_extra_command_number_p1) {
// 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
r_fill_state.transform_extra_command_number_p1 = 0;
r_fill_state.extra_matrix_sent = true;
// send the extra to the GPU in a 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 = 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;
// cast is to stop sanitizer benign warning .. watch though in case destination type changes
r_fill_state.curr_batch->batch_texture_id = (uint16_t)-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 (!change_batch && !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;
}
// disallow sorting over copy back buffer
if (second.item->copy_back_buffer) {
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