Path: blob/master/drivers/gles3/rasterizer_canvas_gles3.h
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/**************************************************************************/1/* rasterizer_canvas_gles3.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#ifdef GLES3_ENABLED3334#include "rasterizer_scene_gles3.h"35#include "servers/rendering/renderer_canvas_render.h"36#include "servers/rendering/renderer_compositor.h"37#include "storage/material_storage.h"38#include "storage/texture_storage.h"3940#include "drivers/gles3/shaders/canvas.glsl.gen.h"41#include "drivers/gles3/shaders/canvas_occlusion.glsl.gen.h"4243class RasterizerSceneGLES3;4445class RasterizerCanvasGLES3 : public RendererCanvasRender {46static RasterizerCanvasGLES3 *singleton;4748_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);49_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);5051_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);52_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);5354enum {55INSTANCE_FLAGS_LIGHT_COUNT_SHIFT = 0, // 4 bits for light count.5657INSTANCE_FLAGS_CLIP_RECT_UV = (1 << 4),58INSTANCE_FLAGS_TRANSPOSE_RECT = (1 << 5),59INSTANCE_FLAGS_USE_MSDF = (1 << 6),60INSTANCE_FLAGS_USE_LCD = (1 << 7),6162INSTANCE_FLAGS_NINEPACH_DRAW_CENTER = (1 << 8),63INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT = 9,64INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT = 11,6566INSTANCE_FLAGS_SHADOW_MASKED_SHIFT = 13, // 16 bits.67};6869enum {70BATCH_FLAGS_INSTANCING_MASK = 0x7F,71BATCH_FLAGS_INSTANCING_HAS_COLORS = (1 << 7),72BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),7374BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 9),75BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 10),76};7778enum {79LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,80LIGHT_FLAGS_BLEND_SHIFT = 16,81LIGHT_FLAGS_BLEND_MASK = (3 << 16),82LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),83LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),84LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),85LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),86LIGHT_FLAGS_HAS_SHADOW = (1 << 20),87LIGHT_FLAGS_FILTER_SHIFT = 228889};9091enum {92MAX_RENDER_ITEMS = 256 * 1024,93MAX_LIGHT_TEXTURES = 1024,94MAX_LIGHTS_PER_ITEM = 16,95DEFAULT_MAX_LIGHTS_PER_RENDER = 256,96};9798/******************/99/**** LIGHTING ****/100/******************/101102struct CanvasLight {103RID texture;104struct {105bool enabled = false;106float z_far;107float y_offset;108Transform2D directional_xform;109} shadow;110};111112RID_Owner<CanvasLight> canvas_light_owner;113114struct OccluderPolygon {115RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;116int line_point_count = 0;117GLuint vertex_buffer = 0;118GLuint vertex_array = 0;119GLuint index_buffer = 0;120121int sdf_point_count = 0;122int sdf_index_count = 0;123GLuint sdf_vertex_buffer = 0;124GLuint sdf_vertex_array = 0;125GLuint sdf_index_buffer = 0;126bool sdf_is_lines = false;127};128129RID_Owner<OccluderPolygon> occluder_polygon_owner;130131void _update_shadow_atlas();132133struct {134CanvasOcclusionShaderGLES3 shader;135RID shader_version;136} shadow_render;137138struct LightUniform {139float matrix[8]; //light to texture coordinate matrix140float shadow_matrix[8]; //light to shadow coordinate matrix141float color[4];142143uint8_t shadow_color[4];144uint32_t flags; //index to light texture145float shadow_pixel_size;146float height;147148float position[2];149float shadow_z_far_inv;150float shadow_y_ofs;151152float atlas_rect[4];153};154155static_assert(sizeof(LightUniform) % 16 == 0, "2D light UBO size must be a multiple of 16 bytes");156157public:158enum {159BASE_UNIFORM_LOCATION = 0,160GLOBAL_UNIFORM_LOCATION = 1,161LIGHT_UNIFORM_LOCATION = 2,162INSTANCE_UNIFORM_LOCATION = 3,163MATERIAL_UNIFORM_LOCATION = 4,164};165166struct StateBuffer {167float canvas_transform[16];168float screen_transform[16];169float canvas_normal_transform[16];170float canvas_modulate[4];171172float screen_pixel_size[2];173float time;174uint32_t use_pixel_snap;175176float sdf_to_tex[4];177float sdf_to_screen[2];178float screen_to_sdf[2];179180uint32_t directional_light_count;181float tex_to_sdf;182uint32_t pad1;183uint32_t pad2;184};185186static_assert(sizeof(StateBuffer) % 16 == 0, "2D state UBO size must be a multiple of 16 bytes");187188struct PolygonBuffers {189GLuint vertex_buffer = 0;190GLuint vertex_array = 0;191GLuint index_buffer = 0;192int count = 0;193bool color_disabled = false;194Color color = Color(1.0, 1.0, 1.0, 1.0);195};196197struct {198HashMap<PolygonID, PolygonBuffers> polygons;199PolygonID last_id = 0;200} polygon_buffers;201202RendererCanvasRender::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>(), int p_count = -1) override;203void free_polygon(PolygonID p_polygon) override;204205struct InstanceData {206float world[6];207float color_texture_pixel_size[2];208union {209//rect210struct {211float modulation[4];212union {213float msdf[4];214float ninepatch_margins[4];215};216float dst_rect[4];217float src_rect[4];218float pad[2];219};220//primitive221struct {222float points[6]; // vec2 points[3]223float uvs[6]; // vec2 points[3]224uint32_t colors[6]; // colors encoded as half225};226};227uint32_t flags;228uint32_t instance_uniforms_ofs;229uint32_t lights[4];230};231232static_assert(sizeof(InstanceData) == 128, "2D instance data struct size must be 128 bytes");233234struct Data {235GLuint canvas_quad_vertices;236GLuint canvas_quad_array;237238GLuint indexed_quad_buffer;239GLuint indexed_quad_array;240241GLuint particle_quad_vertices;242GLuint particle_quad_array;243244GLuint ninepatch_vertices;245GLuint ninepatch_elements;246247RID canvas_shader_default_version;248249uint32_t max_lights_per_render = 256;250uint32_t max_lights_per_item = 16;251uint32_t max_instances_per_buffer = 16384;252uint32_t max_instance_buffer_size = 16384 * 128;253} data;254255struct Batch {256// Position in the UBO measured in bytes257uint32_t start = 0;258uint32_t instance_count = 0;259uint32_t instance_buffer_index = 0;260261RID tex;262RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;263RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;264265GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;266Color blend_color = Color(1.0, 1.0, 1.0, 1.0);267268Item *clip = nullptr;269270RID material;271GLES3::CanvasMaterialData *material_data = nullptr;272uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;273uint64_t specialization = 0;274275const Item::Command *command = nullptr;276Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.277uint32_t primitive_points = 0;278279uint32_t flags = 0;280uint32_t specular_shininess = 0.0;281282bool lights_disabled = false;283};284285// DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.286// We track them and ensure that they don't get reused until at least 2 frames have passed287// to avoid the GPU stalling to wait for a resource to become available.288struct DataBuffer {289Vector<GLuint> instance_buffers;290GLuint light_ubo = 0;291GLuint state_ubo = 0;292uint64_t last_frame_used = -3;293GLsync fence = GLsync();294};295296struct State {297LocalVector<DataBuffer> canvas_instance_data_buffers;298LocalVector<Batch> canvas_instance_batches;299uint32_t current_data_buffer_index = 0;300uint32_t current_instance_buffer_index = 0;301uint32_t current_batch_index = 0;302uint32_t last_item_index = 0;303304InstanceData *instance_data_array = nullptr;305306LightUniform *light_uniforms = nullptr;307308GLuint shadow_texture = 0;309GLuint shadow_depth_buffer = 0;310GLuint shadow_fb = 0;311int shadow_texture_size = 2048;312313bool using_directional_lights = false;314315RID current_tex;316RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;317RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;318319bool transparent_render_target = false;320321double time = 0.0;322323RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;324RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;325} state;326327Item *items[MAX_RENDER_ITEMS];328329RID default_canvas_texture;330RID default_canvas_group_material;331RID default_canvas_group_shader;332RID default_clip_children_material;333RID default_clip_children_shader;334335typedef void Texture;336337void canvas_begin(RID p_to_render_target, bool p_to_backbuffer, bool p_backbuffer_has_mipmaps);338339//virtual void draw_window_margins(int *black_margin, RID *black_image) override;340void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);341342void reset_canvas();343344RID light_create() override;345void light_set_texture(RID p_rid, RID p_texture) override;346void light_set_use_shadow(RID p_rid, bool p_enable) override;347void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) override;348void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;349350void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;351RID occluder_polygon_create() override;352void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;353void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;354void set_shadow_texture_size(int p_size) override;355356bool free(RID p_rid) override;357void update() override;358359void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat);360void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);361362void 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, RenderingMethod::RenderInfo *r_render_info = nullptr) override;363void _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, bool p_backbuffer_has_mipmaps = false);364void _record_item_commands(const Item *p_item, RID p_render_target, 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, bool &r_sdf_used, const Point2 &p_repeat_offset);365void _render_batch(Light *p_lights, uint32_t p_index, RenderingMethod::RenderInfo *r_render_info = nullptr);366bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);367void _new_batch(bool &r_batch_broken);368void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);369void _allocate_instance_data_buffer();370void _allocate_instance_buffer();371void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);372373void set_time(double p_time);374375virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override {376if (p_enabled) {377WARN_PRINT_ONCE("Debug CanvasItem Redraw is not available yet when using the Compatibility renderer.");378}379}380381virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override { return 0; }382383static RasterizerCanvasGLES3 *get_singleton();384RasterizerCanvasGLES3();385~RasterizerCanvasGLES3();386};387388#endif // GLES3_ENABLED389390391