Reduce shader permutations in the compatibility backend

This commit is contained in:
clayjohn 2024-01-24 16:35:37 -08:00
parent 6c05ec3d67
commit c810ea4c1b
4 changed files with 27 additions and 26 deletions

View File

@ -687,6 +687,8 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.current_tex = RID(); state.current_tex = RID();
const uint64_t base_specialization = GLES3::Config::get_singleton()->float_texture_supported ? 0 : CanvasShaderGLES3::USE_RGBA_SHADOWS;
for (uint32_t i = 0; i <= state.current_batch_index; i++) { for (uint32_t i = 0; i <= state.current_batch_index; i++) {
// Skipping when there is no instances. // Skipping when there is no instances.
if (state.canvas_instance_batches[i].instance_count == 0) { if (state.canvas_instance_batches[i].instance_count == 0) {
@ -705,10 +707,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
} }
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data; GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant; CanvasShaderGLES3::ShaderVariant variant = CanvasShaderGLES3::MODE_DEFAULT;
uint64_t specialization = 0; uint64_t specialization = state.canvas_instance_batches[i].specialization;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled); specialization |= base_specialization;
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
RID shader_version = data.canvas_shader_default_version; RID shader_version = data.canvas_shader_default_version;
if (material_data) { if (material_data) {
@ -810,6 +811,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, const Point2 &p_repeat_offset) { void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, const Point2 &p_repeat_offset) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter; RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
const uint64_t specialization_command_mask = ~(CanvasShaderGLES3::USE_NINEPATCH | CanvasShaderGLES3::USE_PRIMITIVE | CanvasShaderGLES3::USE_ATTRIBUTES | CanvasShaderGLES3::USE_INSTANCING);
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) { if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
_new_batch(r_batch_broken); _new_batch(r_batch_broken);
@ -868,9 +870,9 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
bool lights_disabled = light_count == 0 && !state.using_directional_lights; bool lights_disabled = light_count == 0 && !state.using_directional_lights;
if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) { if (lights_disabled != bool(state.canvas_instance_batches[state.current_batch_index].specialization & CanvasShaderGLES3::DISABLE_LIGHTING)) {
_new_batch(r_batch_broken); _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled; state.canvas_instance_batches[state.current_batch_index].specialization ^= CanvasShaderGLES3::DISABLE_LIGHTING;
} }
const Item::Command *c = p_item->commands; const Item::Command *c = p_item->commands;
@ -936,7 +938,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.canvas_instance_batches[state.current_batch_index].tex = rect->texture; state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD; state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
} }
_prepare_canvas_texture(rect->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); _prepare_canvas_texture(rect->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
@ -1026,7 +1028,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.canvas_instance_batches[state.current_batch_index].tex = np->texture; state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_NINEPATCH; state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_NINEPATCH;
} }
_prepare_canvas_texture(np->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); _prepare_canvas_texture(np->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
@ -1092,7 +1095,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture; state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES; state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_ATTRIBUTES;
_prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); _prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
@ -1119,7 +1123,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count; state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE; state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
state.canvas_instance_batches[state.current_batch_index].command = c; state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE; state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_PRIMITIVE;
} }
_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size); _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
@ -1164,7 +1169,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
_new_batch(r_batch_broken); _new_batch(r_batch_broken);
Color modulate(1, 1, 1, 1); Color modulate(1, 1, 1, 1);
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES; state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_ATTRIBUTES;
if (c->type == Item::Command::TYPE_MESH) { if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c); const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = m->texture; state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
@ -1174,7 +1180,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
} else if (c->type == Item::Command::TYPE_MULTIMESH) { } else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c); const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture; state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED; state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_INSTANCING;
if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) { if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) {
state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS; state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
@ -1189,7 +1195,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c); const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
RID particles = pt->particles; RID particles = pt->particles;
state.canvas_instance_batches[state.current_batch_index].tex = pt->texture; state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED; state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_INSTANCING;
state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS; state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;

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@ -273,14 +273,12 @@ public:
RID material; RID material;
GLES3::CanvasMaterialData *material_data = nullptr; GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
uint64_t specialization = 0;
const Item::Command *command = nullptr; const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch. Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0; uint32_t primitive_points = 0;
bool lights_disabled = false;
}; };
// DataBuffer contains our per-frame data. I.e. the resources that are updated each frame. // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.

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@ -1,17 +1,16 @@
/* clang-format off */ /* clang-format off */
#[modes] #[modes]
mode_quad = mode_default =
mode_ninepatch = #define USE_NINEPATCH
mode_primitive = #define USE_PRIMITIVE
mode_attributes = #define USE_ATTRIBUTES
mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations] #[specializations]
DISABLE_LIGHTING = true DISABLE_LIGHTING = true
USE_RGBA_SHADOWS = false USE_RGBA_SHADOWS = false
SINGLE_INSTANCE = false USE_NINEPATCH = false
USE_PRIMITIVE = false
USE_ATTRIBUTES = false
USE_INSTANCING = false
#[vertex] #[vertex]

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@ -2,17 +2,15 @@
#[modes] #[modes]
mode_background = mode_background =
mode_half_res = #define USE_HALF_RES_PASS
mode_quarter_res = #define USE_QUARTER_RES_PASS
mode_cubemap = #define USE_CUBEMAP_PASS mode_cubemap = #define USE_CUBEMAP_PASS
mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
#[specializations] #[specializations]
USE_MULTIVIEW = false USE_MULTIVIEW = false
USE_INVERTED_Y = true USE_INVERTED_Y = true
APPLY_TONEMAPPING = true APPLY_TONEMAPPING = true
USE_QUARTER_RES_PASS = false
USE_HALF_RES_PASS = false
#[vertex] #[vertex]