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Merge pull request #38517 from lawnjelly/gles3_nvidia_workaround
Add Nvidia Workaround for GLES3
This commit is contained in:
commit
d038a7e42d
@ -1034,9 +1034,9 @@
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
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</member>
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<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/2d/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
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If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
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If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
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</member>
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<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false">
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If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
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@ -1008,7 +1008,7 @@ void RasterizerCanvasBaseGLES2::finalize() {
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RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() {
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#ifdef GLES_OVER_GL
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use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
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use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
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#else
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// Not needed (a priori) on GLES devices
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use_nvidia_rect_workaround = false;
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@ -621,6 +621,82 @@ static const GLenum gl_primitive[] = {
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GL_TRIANGLE_FAN
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};
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void RasterizerCanvasGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) {
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_set_texture_rect_mode(false);
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if (p_texture) {
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bool untile = false;
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if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
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Vector2 points[4] = {
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p_rect->rect.position,
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p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
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p_rect->rect.position + p_rect->rect.size,
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p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
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};
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if (p_rect->rect.size.x < 0) {
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SWAP(points[0], points[1]);
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SWAP(points[2], points[3]);
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}
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if (p_rect->rect.size.y < 0) {
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SWAP(points[0], points[3]);
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SWAP(points[1], points[2]);
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}
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Rect2 src_rect = (p_rect->flags & CANVAS_RECT_REGION) ? Rect2(p_rect->source.position * texpixel_size, p_rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Vector2 uvs[4] = {
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src_rect.position,
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src_rect.position + Vector2(src_rect.size.x, 0.0),
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src_rect.position + src_rect.size,
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src_rect.position + Vector2(0.0, src_rect.size.y),
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};
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if (p_rect->flags & CANVAS_RECT_TRANSPOSE) {
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SWAP(uvs[1], uvs[3]);
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}
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if (p_rect->flags & CANVAS_RECT_FLIP_H) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (p_rect->flags & CANVAS_RECT_FLIP_V) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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_draw_gui_primitive(4, points, NULL, uvs);
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
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Vector2 points[4] = {
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p_rect->rect.position,
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p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
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p_rect->rect.position + p_rect->rect.size,
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p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
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};
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_draw_gui_primitive(4, points, NULL, nullptr);
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}
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}
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void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
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int cc = p_item->commands.size();
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@ -740,83 +816,86 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
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_set_texture_rect_mode(true);
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//set color
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glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
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RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
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if (texture) {
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bool untile = false;
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if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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if (rect->flags & CANVAS_RECT_FLIP_H) {
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src_rect.size.x *= -1;
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}
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if (rect->flags & CANVAS_RECT_FLIP_V) {
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src_rect.size.y *= -1;
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}
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if (rect->flags & CANVAS_RECT_TRANSPOSE) {
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dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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storage->info.render._2d_draw_call_count++;
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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if (use_nvidia_rect_workaround) {
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render_rect_nvidia_workaround(rect, texture);
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} else {
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Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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_set_texture_rect_mode(true);
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if (texture) {
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bool untile = false;
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if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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untile = true;
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}
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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if (rect->flags & CANVAS_RECT_FLIP_H) {
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src_rect.size.x *= -1;
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}
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if (rect->flags & CANVAS_RECT_FLIP_V) {
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src_rect.size.y *= -1;
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}
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if (rect->flags & CANVAS_RECT_TRANSPOSE) {
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dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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storage->info.render._2d_draw_call_count++;
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if (untile) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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} else {
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Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
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if (dst_rect.size.width < 0) {
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dst_rect.position.x += dst_rect.size.width;
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dst_rect.size.width *= -1;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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storage->info.render._2d_draw_call_count++;
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}
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if (dst_rect.size.height < 0) {
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dst_rect.position.y += dst_rect.size.height;
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dst_rect.size.height *= -1;
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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storage->info.render._2d_draw_call_count++;
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}
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} // if not use nvidia workaround
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} break;
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case Item::Command::TYPE_NINEPATCH: {
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Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
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@ -858,7 +937,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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storage->info.render._2d_draw_call_count++;
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} break;
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case Item::Command::TYPE_PRIMITIVE: {
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Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
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@ -2265,4 +2343,10 @@ void RasterizerCanvasGLES3::finalize() {
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}
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RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
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// Not needed (a priori) on GLES devices
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use_nvidia_rect_workaround = false;
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#ifdef GLES_OVER_GL
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use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
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#endif
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}
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@ -95,6 +95,7 @@ public:
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} state;
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RasterizerStorageGLES3 *storage;
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bool use_nvidia_rect_workaround;
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struct LightInternal : public RID_Data {
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@ -146,6 +147,7 @@ public:
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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void render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture);
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void initialize();
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void finalize();
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@ -995,8 +995,8 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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GLOBAL_DEF("rendering/quality/driver/fallback_to_gles2", false);
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// Assigning here even though it's GLES2-specific, to be sure that it appears in docs
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GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false);
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// Assigning here, to be sure that it appears in docs
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GLOBAL_DEF("rendering/quality/2d/use_nvidia_rect_flicker_workaround", false);
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GLOBAL_DEF("display/window/size/width", 1024);
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ProjectSettings::get_singleton()->set_custom_property_info("display/window/size/width", PropertyInfo(Variant::INT, "display/window/size/width", PROPERTY_HINT_RANGE, "0,7680,or_greater")); // 8K resolution
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