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Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
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@@ -519,7 +519,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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using_subpass_post_process = false;
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}
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if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
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if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) {
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// can't use our last two subpasses
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using_subpass_transparent = false;
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using_subpass_post_process = false;
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@@ -679,17 +679,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
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RENDER_TIMESTAMP("Render Opaque Subpass");
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if (using_subpass_transparent && using_subpass_post_process) {
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RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
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} else if (using_subpass_transparent) {
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RENDER_TIMESTAMP("Render Opaque + Transparent");
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} else {
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RENDER_TIMESTAMP("Render Opaque");
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}
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
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bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
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bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
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bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss;
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bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss;
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{
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bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
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bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
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// regular forward for now
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Vector<Color> c;
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c.push_back(clear_color.to_linear()); // our render buffer
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@@ -709,11 +712,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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// secondary command buffers need more testing at this time
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//multi threaded
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thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
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RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
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} else {
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//single threaded
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
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}
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}
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@@ -721,8 +724,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
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if (draw_sky || draw_sky_fog_only) {
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RENDER_TIMESTAMP("Render Sky Subpass");
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RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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@@ -752,7 +753,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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}
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// transparent pass
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RENDER_TIMESTAMP("Render Transparent Subpass");
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RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
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@@ -789,6 +789,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
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} else {
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RENDER_TIMESTAMP("Render Transparent");
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framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS];
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// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
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@@ -2010,7 +2010,6 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
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bool can_use_effects = rb->width >= 8 && rb->height >= 8;
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RENDER_TIMESTAMP("Tonemap");
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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EffectsRD::TonemapSettings tonemap;
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@@ -3,7 +3,7 @@
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#define LIGHT_BAKE_STATIC 2
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struct LightData { //this structure needs to be as packed as possible
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vec3 position;
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highp vec3 position;
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float inv_radius;
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vec3 direction;
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@@ -17,8 +17,8 @@ struct LightData { //this structure needs to be as packed as possible
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float specular_amount;
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bool shadow_enabled;
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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highp vec4 atlas_rect; // rect in the shadow atlas
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highp mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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@@ -27,7 +27,7 @@ struct LightData { //this structure needs to be as packed as possible
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uint mask;
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float shadow_volumetric_fog_fade;
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uint bake_mode;
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vec4 projector_rect; //projector rect in srgb decal atlas
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highp vec4 projector_rect; //projector rect in srgb decal atlas
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};
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#define REFLECTION_AMBIENT_DISABLED 0
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@@ -69,13 +69,13 @@ struct DirectionalLightData {
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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vec4 shadow_z_range;
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vec4 shadow_range_begin;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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vec4 shadow_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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@@ -59,27 +59,27 @@ layout(location = 11) in vec4 weight_attrib;
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/* Varyings */
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layout(location = 0) out vec3 vertex_interp;
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layout(location = 0) highp out vec3 vertex_interp;
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#ifdef NORMAL_USED
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layout(location = 1) out vec3 normal_interp;
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layout(location = 1) mediump out vec3 normal_interp;
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#endif
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#if defined(COLOR_USED)
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layout(location = 2) out vec4 color_interp;
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layout(location = 2) mediump out vec4 color_interp;
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#endif
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#ifdef UV_USED
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layout(location = 3) out vec2 uv_interp;
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layout(location = 3) mediump out vec2 uv_interp;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 4) out vec2 uv2_interp;
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layout(location = 4) mediump out vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) out vec3 tangent_interp;
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layout(location = 6) out vec3 binormal_interp;
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layout(location = 5) mediump out vec3 tangent_interp;
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layout(location = 6) mediump out vec3 binormal_interp;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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@@ -370,6 +370,10 @@ void main() {
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#VERSION_DEFINES
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//use medium precision for floats on mobile.
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precision mediump float;
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/* Specialization Constants */
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/* Specialization Constants (Toggles) */
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@@ -395,32 +399,32 @@ layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
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/* Varyings */
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layout(location = 0) in vec3 vertex_interp;
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layout(location = 0) highp in vec3 vertex_interp;
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#ifdef NORMAL_USED
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layout(location = 1) in vec3 normal_interp;
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layout(location = 1) mediump in vec3 normal_interp;
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#endif
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#if defined(COLOR_USED)
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layout(location = 2) in vec4 color_interp;
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layout(location = 2) mediump in vec4 color_interp;
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#endif
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#ifdef UV_USED
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layout(location = 3) in vec2 uv_interp;
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layout(location = 3) mediump in vec2 uv_interp;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 4) in vec2 uv2_interp;
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layout(location = 4) mediump in vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) in vec3 tangent_interp;
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layout(location = 6) in vec3 binormal_interp;
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layout(location = 5) mediump in vec3 tangent_interp;
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layout(location = 6) mediump in vec3 binormal_interp;
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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layout(location = 8) in float dp_clip;
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layout(location = 8) highp in float dp_clip;
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#endif
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@@ -16,12 +16,12 @@
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/* don't exceed 128 bytes!! */
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/* put instance data into our push content, not a array */
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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mat4 transform; // 64 - 64
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highp mat4 transform; // 64 - 64
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uint flags; // 04 - 68
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uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
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uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
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uint layer_mask; // 04 - 80
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vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
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highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
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uvec2 reflection_probes; // 08 - 104
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uvec2 omni_lights; // 08 - 112
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@@ -126,14 +126,14 @@ global_variables;
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/* Set 1: Render Pass (changes per render pass) */
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layout(set = 1, binding = 0, std140) uniform SceneData {
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 camera_matrix;
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mat4 inv_camera_matrix;
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highp mat4 projection_matrix;
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highp mat4 inv_projection_matrix;
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highp mat4 camera_matrix;
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highp mat4 inv_camera_matrix;
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// only used for multiview
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mat4 projection_matrix_view[MAX_VIEWS];
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mat4 inv_projection_matrix_view[MAX_VIEWS];
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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vec2 viewport_size;
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vec2 screen_pixel_size;
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