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Reduce shader permutations in the compatibility backend
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6c05ec3d67
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@ -687,6 +687,8 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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state.current_tex = RID();
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const uint64_t base_specialization = GLES3::Config::get_singleton()->float_texture_supported ? 0 : CanvasShaderGLES3::USE_RGBA_SHADOWS;
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for (uint32_t i = 0; i <= state.current_batch_index; i++) {
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// Skipping when there is no instances.
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if (state.canvas_instance_batches[i].instance_count == 0) {
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@ -705,10 +707,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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}
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GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
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CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
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uint64_t specialization = 0;
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specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
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specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
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CanvasShaderGLES3::ShaderVariant variant = CanvasShaderGLES3::MODE_DEFAULT;
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uint64_t specialization = state.canvas_instance_batches[i].specialization;
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specialization |= base_specialization;
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RID shader_version = data.canvas_shader_default_version;
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if (material_data) {
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@ -810,6 +811,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_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) {
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RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
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const uint64_t specialization_command_mask = ~(CanvasShaderGLES3::USE_NINEPATCH | CanvasShaderGLES3::USE_PRIMITIVE | CanvasShaderGLES3::USE_ATTRIBUTES | CanvasShaderGLES3::USE_INSTANCING);
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if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
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_new_batch(r_batch_broken);
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@ -868,9 +870,9 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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bool lights_disabled = light_count == 0 && !state.using_directional_lights;
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if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
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if (lights_disabled != bool(state.canvas_instance_batches[state.current_batch_index].specialization & CanvasShaderGLES3::DISABLE_LIGHTING)) {
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_new_batch(r_batch_broken);
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state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
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state.canvas_instance_batches[state.current_batch_index].specialization ^= CanvasShaderGLES3::DISABLE_LIGHTING;
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}
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const Item::Command *c = p_item->commands;
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@ -936,7 +938,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD;
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state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
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}
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_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);
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@ -1026,7 +1028,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_NINEPATCH;
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state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_NINEPATCH;
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}
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_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);
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@ -1092,7 +1095,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
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state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_ATTRIBUTES;
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_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);
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@ -1119,7 +1123,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
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state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
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state.canvas_instance_batches[state.current_batch_index].command = c;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
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state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_PRIMITIVE;
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}
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_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);
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@ -1164,7 +1169,8 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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_new_batch(r_batch_broken);
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Color modulate(1, 1, 1, 1);
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
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state.canvas_instance_batches[state.current_batch_index].specialization &= specialization_command_mask;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_ATTRIBUTES;
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if (c->type == Item::Command::TYPE_MESH) {
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const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
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state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
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@ -1174,7 +1180,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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} else if (c->type == Item::Command::TYPE_MULTIMESH) {
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const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
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state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_INSTANCING;
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if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) {
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state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
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@ -1189,7 +1195,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
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const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
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RID particles = pt->particles;
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state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
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state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
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state.canvas_instance_batches[state.current_batch_index].specialization |= CanvasShaderGLES3::USE_INSTANCING;
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state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
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state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
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@ -273,14 +273,12 @@ public:
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RID material;
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GLES3::CanvasMaterialData *material_data = nullptr;
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CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
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uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
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uint64_t specialization = 0;
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const Item::Command *command = nullptr;
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Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
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uint32_t primitive_points = 0;
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bool lights_disabled = false;
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};
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// DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
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@ -1,17 +1,16 @@
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/* clang-format off */
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#[modes]
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mode_quad =
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mode_ninepatch = #define USE_NINEPATCH
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mode_primitive = #define USE_PRIMITIVE
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mode_attributes = #define USE_ATTRIBUTES
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mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
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mode_default =
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#[specializations]
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DISABLE_LIGHTING = true
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USE_RGBA_SHADOWS = false
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SINGLE_INSTANCE = false
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USE_NINEPATCH = false
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USE_PRIMITIVE = false
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USE_ATTRIBUTES = false
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USE_INSTANCING = false
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#[vertex]
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@ -2,17 +2,15 @@
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#[modes]
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mode_background =
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mode_half_res = #define USE_HALF_RES_PASS
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mode_quarter_res = #define USE_QUARTER_RES_PASS
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mode_cubemap = #define USE_CUBEMAP_PASS
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mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
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mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
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#[specializations]
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USE_MULTIVIEW = false
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USE_INVERTED_Y = true
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APPLY_TONEMAPPING = true
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USE_QUARTER_RES_PASS = false
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USE_HALF_RES_PASS = false
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#[vertex]
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