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Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
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@@ -125,6 +125,23 @@ public:
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uint32_t pad2;
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};
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struct PolygonBuffers {
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GLuint vertex_buffer;
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GLuint vertex_array;
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GLuint index_buffer;
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int count = 0;
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bool color_disabled = false;
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Color color;
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};
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struct {
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HashMap<PolygonID, PolygonBuffers> polygons;
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PolygonID last_id = 0;
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} polygon_buffers;
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RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
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void free_polygon(PolygonID p_polygon) override;
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struct InstanceData {
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float world[6];
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float color_texture_pixel_size[2];
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@@ -156,42 +173,71 @@ public:
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GLuint canvas_quad_vertices;
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GLuint canvas_quad_array;
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GLuint indexed_quad_buffer;
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GLuint indexed_quad_array;
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GLuint particle_quad_vertices;
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GLuint particle_quad_array;
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GLuint ninepatch_vertices;
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GLuint ninepatch_elements;
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RID canvas_shader_default_version;
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uint32_t max_lights_per_render;
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uint32_t max_lights_per_item;
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uint32_t max_instances_per_batch = 512;
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uint32_t max_instances_per_ubo = 16384;
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uint32_t max_instance_buffer_size = 16384 * 128;
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} data;
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struct Batch {
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// Position in the UBO measured in bytes
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uint32_t start = 0;
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uint32_t instance_count = 0;
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RID tex = RID();
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RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
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RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
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GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
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Color blend_color = Color(1.0, 1.0, 1.0, 1.0);
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Item *clip = nullptr;
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RID material = RID();
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GLES3::CanvasMaterialData *material_data = nullptr;
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CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
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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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};
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struct DataBuffer {
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GLuint ubo = 0;
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uint64_t last_frame_used = -3;
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GLsync fence = GLsync();
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};
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struct State {
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GLuint canvas_state_buffer;
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LocalVector<GLuint> canvas_instance_data_buffers;
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LocalVector<GLsync> fences;
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LocalVector<DataBuffer> canvas_instance_data_buffers;
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LocalVector<Batch> canvas_instance_batches;
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uint32_t current_buffer = 0;
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uint32_t current_buffer_index = 0;
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uint32_t current_batch_index = 0;
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InstanceData *instance_data_array = nullptr;
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bool canvas_texscreen_used;
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RID canvas_shader_current_version;
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RID canvas_shader_default_version;
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RID current_tex = RID();
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Size2 current_pixel_size = Size2();
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RID current_normal = RID();
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RID current_specular = RID();
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GLES3::Texture *current_tex_ptr;
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RID current_shader_version = RID();
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RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
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uint32_t current_primitive_points = 0;
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Item::Command::Type current_command = Item::Command::TYPE_RECT;
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RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
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RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
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bool transparent_render_target = false;
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double time = 0.0;
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uint32_t max_lights_per_render;
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uint32_t max_lights_per_item;
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uint32_t max_instances_per_batch;
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RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
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RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
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} state;
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@@ -229,31 +275,18 @@ public:
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bool free(RID p_rid) override;
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void update() override;
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void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index);
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struct PolygonBuffers {
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GLuint vertex_buffer;
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GLuint vertex_array;
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GLuint index_buffer;
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int count = 0;
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bool color_disabled = false;
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Color color;
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};
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struct {
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HashMap<PolygonID, PolygonBuffers> polygons;
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PolygonID last_id = 0;
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} polygon_buffers;
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RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
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void free_polygon(PolygonID p_polygon) override;
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void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat);
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void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
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void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index, GLES3::CanvasShaderData::BlendMode p_blend_mode, GLES3::CanvasShaderData::BlendMode &r_last_blend_mode, Color &r_last_blend_color);
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void _render_batch(uint32_t &p_max_index);
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void _bind_instance_data_buffer(uint32_t p_max_index);
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
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void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
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void _render_batch(Light *p_lights, uint32_t p_index);
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void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
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void _new_batch(bool &r_batch_broken, uint32_t &r_index);
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void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
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void _allocate_instance_data_buffer();
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void _align_instance_data_buffer(uint32_t &r_index);
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void set_time(double p_time);
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