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2D: Add batching to RendererCanvasRenderRD

This commit is contained in:
Stuart Carnie
2024-07-30 07:23:03 +10:00
parent 14a7e0abb3
commit a657ea42f1
6 changed files with 1301 additions and 919 deletions

View File

@@ -46,6 +46,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
MATERIAL_UNIFORM_SET = 1,
TRANSFORMS_UNIFORM_SET = 2,
CANVAS_TEXTURE_UNIFORM_SET = 3,
INSTANCE_DATA_UNIFORM_SET = 4,
};
const int SAMPLERS_BINDING_FIRST_INDEX = 10;
@@ -335,48 +336,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
//state that does not vary across rendering all items
struct State {
//state buffer
struct Buffer {
float canvas_transform[16];
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
float screen_pixel_size[2];
float time;
uint32_t use_pixel_snap;
float sdf_to_tex[4];
float sdf_to_screen[2];
float screen_to_sdf[2];
uint32_t directional_light_count;
float tex_to_sdf;
uint32_t pad1;
uint32_t pad2;
};
LightUniform *light_uniforms = nullptr;
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
RID shadow_texture;
RID shadow_depth_texture;
RID shadow_fb;
int shadow_texture_size = 2048;
RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
double time;
} state;
struct PushConstant {
struct InstanceData {
float world[6];
uint32_t flags;
uint32_t specular_shininess;
@@ -403,6 +363,173 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t lights[4];
};
struct PushConstant {
uint32_t base_instance_index;
uint32_t pad1;
uint32_t pad2;
uint32_t pad3;
};
// TextureState is used to determine when a new batch is required due to a change of texture state.
struct TextureState {
static const uint32_t FILTER_SHIFT = 0;
static const uint32_t FILTER_BITS = 3;
static const uint32_t FILTER_MASK = (1 << FILTER_BITS) - 1;
static const uint32_t REPEAT_SHIFT = FILTER_BITS;
static const uint32_t REPEAT_BITS = 2;
static const uint32_t REPEAT_MASK = (1 << REPEAT_BITS) - 1;
static const uint32_t TEXTURE_IS_DATA_SHIFT = REPEAT_SHIFT + REPEAT_BITS;
static const uint32_t TEXTURE_IS_DATA_BITS = 1;
static const uint32_t TEXTURE_IS_DATA_MASK = (1 << TEXTURE_IS_DATA_BITS) - 1;
static const uint32_t LINEAR_COLORS_SHIFT = TEXTURE_IS_DATA_SHIFT + TEXTURE_IS_DATA_BITS;
static const uint32_t LINEAR_COLORS_BITS = 1;
static const uint32_t LINEAR_COLORS_MASK = (1 << LINEAR_COLORS_BITS) - 1;
RID texture;
uint32_t other = 0;
TextureState() {}
TextureState(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, bool p_texture_is_data, bool p_use_linear_colors) {
texture = p_texture;
other = (((uint32_t)p_base_filter & FILTER_MASK) << FILTER_SHIFT) |
(((uint32_t)p_base_repeat & REPEAT_MASK) << REPEAT_SHIFT) |
(((uint32_t)p_texture_is_data & TEXTURE_IS_DATA_MASK) << TEXTURE_IS_DATA_SHIFT) |
(((uint32_t)p_use_linear_colors & LINEAR_COLORS_MASK) << LINEAR_COLORS_SHIFT);
}
_FORCE_INLINE_ RS::CanvasItemTextureFilter texture_filter() const {
return (RS::CanvasItemTextureFilter)((other >> FILTER_SHIFT) & FILTER_MASK);
}
_FORCE_INLINE_ RS::CanvasItemTextureRepeat texture_repeat() const {
return (RS::CanvasItemTextureRepeat)((other >> REPEAT_SHIFT) & REPEAT_MASK);
}
_FORCE_INLINE_ bool linear_colors() const {
return (other >> LINEAR_COLORS_SHIFT) & LINEAR_COLORS_MASK;
}
_FORCE_INLINE_ bool texture_is_data() const {
return (other >> TEXTURE_IS_DATA_SHIFT) & TEXTURE_IS_DATA_MASK;
}
bool operator==(const TextureState &p_val) const {
return (texture == p_val.texture) && (other == p_val.other);
}
bool operator!=(const TextureState &p_val) const {
return (texture != p_val.texture) || (other != p_val.other);
}
};
struct Batch {
// Position in the UBO measured in bytes
uint32_t start = 0;
uint32_t instance_count = 0;
uint32_t instance_buffer_index = 0;
TextureState tex_state;
RID tex_uniform_set;
// The following tex_ prefixed fields are used to cache the texture data for the current batch.
// These values are applied to new InstanceData for the batch
// The cached specular shininess derived from the current texture.
uint32_t tex_specular_shininess = 0;
// The cached texture flags, such as FLAGS_DEFAULT_SPECULAR_MAP_USED and FLAGS_DEFAULT_NORMAL_MAP_USED
uint32_t tex_flags = 0;
// The cached texture pixel size.
Vector2 tex_texpixel_size;
Color modulate = Color(1.0, 1.0, 1.0, 1.0);
Item *clip = nullptr;
RID material;
CanvasMaterialData *material_data = nullptr;
PipelineLightMode light_mode = PipelineLightMode::PIPELINE_LIGHT_MODE_DISABLED;
PipelineVariant pipeline_variant = PipelineVariant::PIPELINE_VARIANT_QUAD;
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.
// batch-specific data
union {
// TYPE_PRIMITIVE
uint32_t primitive_points = 0;
// TYPE_PARTICLES
uint32_t mesh_instance_count;
};
bool has_blend = false;
void set_tex_state(TextureState &p_tex_state) {
tex_state = p_tex_state;
tex_uniform_set = RID();
tex_texpixel_size = Size2();
tex_specular_shininess = 0;
tex_flags = 0;
}
};
struct DataBuffer {
LocalVector<RID> instance_buffers;
};
struct State {
//state buffer
struct Buffer {
float canvas_transform[16];
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
float screen_pixel_size[2];
float time;
uint32_t use_pixel_snap;
float sdf_to_tex[4];
float sdf_to_screen[2];
float screen_to_sdf[2];
uint32_t directional_light_count;
float tex_to_sdf;
uint32_t pad1;
uint32_t pad2;
};
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
uint32_t current_data_buffer_index = 0;
uint32_t current_instance_buffer_index = 0;
uint32_t current_batch_index = 0;
uint32_t last_instance_index = 0;
InstanceData *instance_data_array = nullptr;
uint32_t max_instances_per_buffer = 16384;
uint32_t max_instance_buffer_size = 16384 * sizeof(InstanceData);
RID current_tex_uniform_set;
LightUniform *light_uniforms = nullptr;
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
RID shadow_texture;
RID shadow_depth_texture;
RID shadow_fb;
int shadow_texture_size = 2048;
RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
double time;
} state;
Item *items[MAX_RENDER_ITEMS];
bool using_directional_lights = false;
@@ -422,9 +549,23 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
Color debug_redraw_color;
double debug_redraw_time = 1.0;
inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data = false); //recursive, so regular inline used instead.
void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_repeat_offset, RenderingMethod::RenderInfo *r_render_info = nullptr);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
// A structure to store cached render target information
struct RenderTarget {
// Current render target for the canvas.
RID render_target;
// The base flags for each InstanceData, derived from the render target.
// Either FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR or 0
uint32_t base_flags = 0;
};
void _render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
void _record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used);
void _render_batch(RD::DrawListID p_draw_list, PipelineVariants *p_pipeline_variants, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info = nullptr);
void _prepare_batch_texture(Batch *p_current_batch, RID p_texture) const;
void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_uniform_set);
[[nodiscard]] Batch *_new_batch(bool &r_batch_broken);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch);
void _allocate_instance_buffer();
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);