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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Fix pathological corner case in drawing tileset editor

Interleaving draw_rect calls with and without a texture forces every rect to
have its own draw call. In this case it meant that there is a draw call for every single
tile in the atlas. This change makes it so the renderer can batch draw calls
which reduced the draw call count by a factor of 512
This commit is contained in:
clayjohn
2022-11-04 13:04:20 -07:00
parent 191c8ed12f
commit 3c1e5003ab
2 changed files with 40 additions and 16 deletions

View File

@@ -581,7 +581,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
_record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
if (r_last_index >= index) {
if (index == 0) {
// Nothing to render, just return.
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
@@ -1325,7 +1325,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
if (r_index >= data.max_instances_per_ubo - 1) {
WARN_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
return;
}