Merge pull request #94952 from alvinhochun/angle-d3d11-flip-y

Optimize ANGLE on D3D11 to remove an extra blit
This commit is contained in:
Thaddeus Crews 2024-10-10 18:13:17 -05:00
commit 16dfaa5e80
No known key found for this signature in database
GPG Key ID: 62181B86FE9E5D84
4 changed files with 99 additions and 4 deletions

View File

@ -30,6 +30,8 @@
#include "egl_manager.h"
#include "drivers/gles3/rasterizer_gles3.h"
#ifdef EGL_ENABLED
#if defined(EGL_STATIC)
@ -51,6 +53,16 @@ extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platfo
#define GLAD_EGL_EXT_platform_base 0
#endif
#ifdef WINDOWS_ENABLED
// Unofficial ANGLE extension: EGL_ANGLE_surface_orientation
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE 0x0001
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
#endif
// Creates and caches a GLDisplay. Returns -1 on error.
int EGLManager::_get_gldisplay_id(void *p_display) {
// Look for a cached GLDisplay.
@ -115,6 +127,18 @@ int EGLManager::_get_gldisplay_id(void *p_display) {
}
#endif
#ifdef WINDOWS_ENABLED
String client_extensions_string = eglQueryString(new_gldisplay.egl_display, EGL_EXTENSIONS);
if (eglGetError() == EGL_SUCCESS) {
Vector<String> egl_extensions = client_extensions_string.split(" ");
if (egl_extensions.has("EGL_ANGLE_surface_orientation")) {
new_gldisplay.has_EGL_ANGLE_surface_orientation = true;
print_verbose("EGL: EGL_ANGLE_surface_orientation is supported.");
}
}
#endif
displays.push_back(new_gldisplay);
// Return the new GLDisplay's ID.
@ -237,8 +261,29 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
GLWindow &glwindow = windows[p_window_id];
glwindow.gldisplay_id = gldisplay_id;
Vector<EGLAttrib> egl_attribs;
#ifdef WINDOWS_ENABLED
if (gldisplay.has_EGL_ANGLE_surface_orientation) {
EGLint optimal_orientation;
if (eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &optimal_orientation)) {
// We only need to support inverting Y for optimizing ANGLE on D3D11.
if (optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
egl_attribs.push_back(EGL_SURFACE_ORIENTATION_ANGLE);
egl_attribs.push_back(EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
}
} else {
ERR_PRINT(vformat("Failed to get EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
}
}
if (!egl_attribs.is_empty()) {
egl_attribs.push_back(EGL_NONE);
}
#endif
if (GLAD_EGL_VERSION_1_5) {
glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr);
glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, egl_attribs.ptr());
} else {
EGLNativeWindowType *native_window_type = (EGLNativeWindowType *)p_native_window;
glwindow.egl_surface = eglCreateWindowSurface(gldisplay.egl_display, gldisplay.egl_config, *native_window_type, nullptr);
@ -250,6 +295,20 @@ Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_dis
glwindow.initialized = true;
#ifdef WINDOWS_ENABLED
if (gldisplay.has_EGL_ANGLE_surface_orientation) {
EGLint orientation;
if (eglQuerySurface(gldisplay.egl_display, glwindow.egl_surface, EGL_SURFACE_ORIENTATION_ANGLE, &orientation)) {
if (orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
glwindow.flipped_y = true;
print_verbose("EGL: Using optimal surface orientation: Invert Y");
}
} else {
ERR_PRINT(vformat("Failed to get EGL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
}
}
#endif
window_make_current(p_window_id);
return OK;
@ -316,6 +375,10 @@ void EGLManager::window_make_current(DisplayServer::WindowID p_window_id) {
GLDisplay &current_display = displays[current_window->gldisplay_id];
eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
#ifdef WINDOWS_ENABLED
RasterizerGLES3::set_screen_flipped_y(glwindow.flipped_y);
#endif
}
void EGLManager::set_use_vsync(bool p_use) {

View File

@ -53,11 +53,18 @@ private:
EGLDisplay egl_display = EGL_NO_DISPLAY;
EGLContext egl_context = EGL_NO_CONTEXT;
EGLConfig egl_config = nullptr;
#ifdef WINDOWS_ENABLED
bool has_EGL_ANGLE_surface_orientation = false;
#endif
};
// EGL specific window data.
struct GLWindow {
bool initialized = false;
#ifdef WINDOWS_ENABLED
bool flipped_y = false;
#endif
// An handle to the GLDisplay associated with this window.
int gldisplay_id = -1;

View File

@ -86,6 +86,10 @@
#define strcpy strcpy_s
#endif
#ifdef WINDOWS_ENABLED
bool RasterizerGLES3::screen_flipped_y = false;
#endif
bool RasterizerGLES3::gles_over_gl = true;
void RasterizerGLES3::begin_frame(double frame_step) {
@ -389,6 +393,12 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
flip_y = false;
}
#ifdef WINDOWS_ENABLED
if (screen_flipped_y) {
flip_y = !flip_y;
}
#endif
GLuint read_fbo = 0;
glGenFramebuffers(1, &read_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
@ -485,9 +495,14 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
// Flip Y.
screenrect.position.y = win_size.y - screenrect.position.y;
screenrect.size.y = -screenrect.size.y;
#ifdef WINDOWS_ENABLED
if (!screen_flipped_y)
#endif
{
// Flip Y.
screenrect.position.y = win_size.y - screenrect.position.y;
screenrect.size.y = -screenrect.size.y;
}
// Normalize texture coordinates to window size.
screenrect.position /= win_size;

View File

@ -58,6 +58,10 @@ private:
double time_total = 0.0;
bool flip_xy_workaround = false;
#ifdef WINDOWS_ENABLED
static bool screen_flipped_y;
#endif
static bool gles_over_gl;
protected:
@ -118,6 +122,12 @@ public:
low_end = true;
}
#ifdef WINDOWS_ENABLED
static void set_screen_flipped_y(bool p_flipped) {
screen_flipped_y = p_flipped;
}
#endif
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time_total; }