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Remove cap on number of items drawn in frame in 2D gl_compatibility render

Also clean up some names to make the overall organization more clear

Also remove cap on items per batch
clayjohn %!s(int64=2) %!d(string=hai) anos
pai
achega
0b28c1f8ed

+ 90 - 64
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -113,16 +113,19 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 	// Clear out any state that may have been left from the 3D pass.
 	reset_canvas();
 
-	if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
+	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
 		GLint syncStatus;
-		glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
 		if (syncStatus == GL_UNSIGNALED) {
 			// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
-			if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+			if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
 #ifndef WEB_ENABLED
 				// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
-				glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+				glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms
 #endif
+				state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+				glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+				state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
 			} else {
 				// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
 				// Allocate a new buffer and use that.
@@ -130,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 			}
 		} else {
 			// Already finished all rendering commands, we can use it.
-			state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
-			glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
-			state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
+			state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+			glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+			state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
 		}
 	}
 
@@ -279,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 	}
 
 	if (light_count > 0) {
-		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
 
 #ifdef WEB_ENABLED
 		glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
@@ -361,7 +364,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 
 		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
 
-		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
+		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
 		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
 
 		GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -395,7 +398,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 	Item *ci = p_item_list;
 	Item *canvas_group_owner = nullptr;
 
-	uint32_t starting_index = 0;
+	state.last_item_index = 0;
 
 	while (ci) {
 		if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
@@ -454,7 +457,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 					update_skeletons = false;
 				}
 				// Canvas group begins here, render until before this item
-				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
+				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
 				item_count = 0;
 
 				if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@@ -485,7 +488,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 				mesh_storage->update_mesh_instances();
 				update_skeletons = false;
 			}
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
 			item_count = 0;
 
 			if (ci->canvas_group->blur_mipmaps) {
@@ -504,7 +507,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 			}
 			//render anything pending, including clearing if no items
 
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
 			item_count = 0;
 
 			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -530,7 +533,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 				mesh_storage->update_mesh_instances();
 				update_skeletons = false;
 			}
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
 			//then reset
 			item_count = 0;
 		}
@@ -542,14 +545,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 		RenderingServerDefault::redraw_request();
 	}
 
-	state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+	state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
 
 	// Clear out state used in 2D pass
 	reset_canvas();
-	state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
+	state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
+	state.current_instance_buffer_index = 0;
 }
 
-void RasterizerCanvasGLES3::_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 &r_sdf_used, bool p_to_backbuffer) {
+void RasterizerCanvasGLES3::_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) {
 	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 
 	canvas_begin(p_to_render_target, p_to_backbuffer);
@@ -565,17 +569,17 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 	// Record Batches.
 	// First item always forms its own batch.
 	bool batch_broken = false;
-	_new_batch(batch_broken, index);
+	_new_batch(batch_broken);
 
 	// Override the start position and index as we want to start from where we finished off last time.
-	state.canvas_instance_batches[state.current_batch_index].start = r_last_index;
+	state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
 	index = 0;
 
 	for (int i = 0; i < p_item_count; i++) {
 		Item *ci = items[i];
 
 		if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
-			_new_batch(batch_broken, index);
+			_new_batch(batch_broken);
 			state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
 			current_clip = ci->final_clip_owner;
 		}
@@ -599,7 +603,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 
 		GLES3::CanvasShaderData *shader_data_cache = nullptr;
 		if (material != state.canvas_instance_batches[state.current_batch_index].material) {
-			_new_batch(batch_broken, index);
+			_new_batch(batch_broken);
 
 			GLES3::CanvasMaterialData *material_data = nullptr;
 			if (material.is_valid()) {
@@ -629,12 +633,12 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 	}
 
 	// Copy over all data needed for rendering.
-	glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
+	glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
 #ifdef WEB_ENABLED
-	glBufferSubData(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
+	glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
 #else
 	// On Desktop and mobile we map the memory without synchronizing for maximum speed.
-	void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+	void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
 	memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
 	glUnmapBuffer(GL_ARRAY_BUFFER);
 #endif
@@ -757,14 +761,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 
 	state.current_batch_index = 0;
 	state.canvas_instance_batches.clear();
-	r_last_index += index;
+	state.last_item_index += index;
 }
 
 void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
 	RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
 
 	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
-		_new_batch(r_batch_broken, r_index);
+		_new_batch(r_batch_broken);
 
 		state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
 	}
@@ -772,7 +776,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 	RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
 
 	if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
-		_new_batch(r_batch_broken, r_index);
+		_new_batch(r_batch_broken);
 
 		state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
 	}
@@ -816,7 +820,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 	bool lights_disabled = light_count == 0 && !state.using_directional_lights;
 
 	if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
-		_new_batch(r_batch_broken, r_index);
+		_new_batch(r_batch_broken);
 		state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
 	}
 
@@ -864,7 +868,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 		}
 
 		if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
-			_new_batch(r_batch_broken, r_index);
+			_new_batch(r_batch_broken);
 			state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
 			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
 		}
@@ -874,12 +878,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
 
 				if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
-					_new_batch(r_batch_broken, r_index);
+					_new_batch(r_batch_broken);
 					state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
 				}
 
 				if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
-					_new_batch(r_batch_broken, r_index);
+					_new_batch(r_batch_broken);
 					state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
 					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
 					state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -969,7 +973,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
 
 				if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) {
-					_new_batch(r_batch_broken, r_index);
+					_new_batch(r_batch_broken);
 					state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
 					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
 					state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -1034,7 +1038,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
 
 				// Polygon's can't be batched, so always create a new batch
-				_new_batch(r_batch_broken, r_index);
+				_new_batch(r_batch_broken);
 
 				state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
 				state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
@@ -1061,7 +1065,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
 
 				if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
-					_new_batch(r_batch_broken, r_index);
+					_new_batch(r_batch_broken);
 					state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
 					state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
 					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
@@ -1086,10 +1090,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				if (primitive->point_count == 4) {
 					// Reset base data.
 					_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
-					state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
-					state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
-
-					state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+					_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
 
 					for (uint32_t j = 0; j < 3; j++) {
 						int offset = j == 0 ? 0 : 1;
@@ -1111,7 +1112,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 			case Item::Command::TYPE_MULTIMESH:
 			case Item::Command::TYPE_PARTICLES: {
 				// Mesh's can't be batched, so always create a new batch
-				_new_batch(r_batch_broken, r_index);
+				_new_batch(r_batch_broken);
 
 				Color modulate(1, 1, 1, 1);
 				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
@@ -1183,7 +1184,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 				const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
 				if (current_clip) {
 					if (ci->ignore != reclip) {
-						_new_batch(r_batch_broken, r_index);
+						_new_batch(r_batch_broken);
 						if (ci->ignore) {
 							state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
 							reclip = true;
@@ -1227,7 +1228,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
 		case Item::Command::TYPE_RECT:
 		case Item::Command::TYPE_NINEPATCH: {
 			glBindVertexArray(data.indexed_quad_array);
-			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
+			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
 			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
 			_enable_attributes(range_start, false);
 
@@ -1243,7 +1244,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
 			ERR_FAIL_COND(!pb);
 
 			glBindVertexArray(pb->vertex_array);
-			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
+			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
 
 			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
 			_enable_attributes(range_start, false);
@@ -1267,7 +1268,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
 
 		case Item::Command::TYPE_PRIMITIVE: {
 			glBindVertexArray(data.canvas_quad_array);
-			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
+			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
 			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
 			_enable_attributes(range_start, true);
 
@@ -1370,7 +1371,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
 				index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
 				bool use_index_buffer = false;
 				glBindVertexArray(vertex_array_gl);
-				glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
+				glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
 
 				uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
 				_enable_attributes(range_start, false, instance_count);
@@ -1427,20 +1428,30 @@ 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_buffer - 1) {
-		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;
-	}
-
-	if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
-		_new_batch(r_batch_broken, r_index);
-	}
-
 	state.canvas_instance_batches[state.current_batch_index].instance_count++;
 	r_index++;
+	if (r_index >= data.max_instances_per_buffer) {
+		// Copy over all data needed for rendering right away
+		// then go back to recording item commands.
+		glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
+#ifdef WEB_ENABLED
+		glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
+#else
+		// On Desktop and mobile we map the memory without synchronizing for maximum speed.
+		void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+		memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
+		glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+		_allocate_instance_buffer();
+		r_index = 0;
+		state.last_item_index = 0;
+		r_batch_broken = false; // Force a new batch to be created
+		_new_batch(r_batch_broken);
+		state.canvas_instance_batches[state.current_batch_index].start = 0;
+	}
 }
 
-void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
+void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
 	if (state.canvas_instance_batches.size() == 0) {
 		state.canvas_instance_batches.push_back(Batch());
 		return;
@@ -1456,7 +1467,7 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
 	Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
 	new_batch.instance_count = 0;
 	new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
-
+	new_batch.instance_buffer_index = state.current_instance_buffer_index;
 	state.current_batch_index++;
 	state.canvas_instance_batches.push_back(new_batch);
 }
@@ -2433,17 +2444,35 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
 	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
 	glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
 
-	state.current_buffer = (state.current_buffer + 1);
+	state.current_data_buffer_index = (state.current_data_buffer_index + 1);
 	DataBuffer db;
-	db.buffer = new_buffers[0];
+	db.instance_buffers.push_back(new_buffers[0]);
 	db.light_ubo = new_buffers[1];
 	db.state_ubo = new_buffers[2];
 	db.last_frame_used = RSG::rasterizer->get_frame_number();
-	state.canvas_instance_data_buffers.insert(state.current_buffer, db);
-	state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
+	state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
+	state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
 	glBindBuffer(GL_ARRAY_BUFFER, 0);
 	glBindBuffer(GL_UNIFORM_BUFFER, 0);
 }
+void RasterizerCanvasGLES3::_allocate_instance_buffer() {
+	state.current_instance_buffer_index++;
+
+	if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
+		// We already allocated another buffer in a previous frame, so we can just use it.
+		return;
+	}
+
+	GLuint new_buffer;
+	glGenBuffers(1, &new_buffer);
+
+	glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
+	glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+
+	state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
+
+	glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
 
 void RasterizerCanvasGLES3::set_time(double p_time) {
 	state.time = p_time;
@@ -2586,14 +2615,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
 	int uniform_max_size = config->max_uniform_buffer_size;
 	if (uniform_max_size < 65536) {
 		data.max_lights_per_render = 64;
-		data.max_instances_per_batch = 128;
 	} else {
 		data.max_lights_per_render = 256;
-		data.max_instances_per_batch = 2048;
 	}
 
 	// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
-	data.max_instances_per_buffer = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
+	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
 	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
 	state.canvas_instance_data_buffers.resize(3);
 	state.canvas_instance_batches.reserve(200);
@@ -2611,7 +2638,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
 		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
 		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
 		DataBuffer db;
-		db.buffer = new_buffers[0];
+		db.instance_buffers.push_back(new_buffers[0]);
 		db.light_ubo = new_buffers[1];
 		db.state_ubo = new_buffers[2];
 		db.last_frame_used = 0;
@@ -2638,7 +2665,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
 	String global_defines;
 	global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
 	global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
-	global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
 
 	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
 	data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();

+ 8 - 7
drivers/gles3/rasterizer_canvas_gles3.h

@@ -247,7 +247,6 @@ public:
 
 		uint32_t max_lights_per_render = 256;
 		uint32_t max_lights_per_item = 16;
-		uint32_t max_instances_per_batch = 512;
 		uint32_t max_instances_per_buffer = 16384;
 		uint32_t max_instance_buffer_size = 16384 * 128;
 	} data;
@@ -256,6 +255,7 @@ public:
 		// Position in the UBO measured in bytes
 		uint32_t start = 0;
 		uint32_t instance_count = 0;
+		uint32_t instance_buffer_index = 0;
 
 		RID tex;
 		RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
@@ -281,7 +281,7 @@ public:
 	// We track them and ensure that they don't get reused until at least 2 frames have passed
 	// to avoid the GPU stalling to wait for a resource to become available.
 	struct DataBuffer {
-		GLuint buffer = 0;
+		Vector<GLuint> instance_buffers;
 		GLuint light_ubo = 0;
 		GLuint state_ubo = 0;
 		uint64_t last_frame_used = -3;
@@ -291,9 +291,10 @@ public:
 	struct State {
 		LocalVector<DataBuffer> canvas_instance_data_buffers;
 		LocalVector<Batch> canvas_instance_batches;
-		uint32_t current_buffer = 0;
-		uint32_t current_buffer_index = 0;
+		uint32_t current_data_buffer_index = 0;
+		uint32_t current_instance_buffer_index = 0;
 		uint32_t current_batch_index = 0;
+		uint32_t last_item_index = 0;
 
 		InstanceData *instance_data_array = nullptr;
 
@@ -354,14 +355,14 @@ public:
 	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);
 
 	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;
-	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 &r_sdf_used, bool p_to_backbuffer = false);
+	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);
 	void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used);
 	void _render_batch(Light *p_lights, uint32_t p_index);
 	bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
-	void _new_batch(bool &r_batch_broken, uint32_t &r_index);
+	void _new_batch(bool &r_batch_broken);
 	void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
 	void _allocate_instance_data_buffer();
-	void _align_instance_data_buffer(uint32_t &r_index);
+	void _allocate_instance_buffer();
 	void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);
 
 	void set_time(double p_time);

+ 1 - 1
servers/rendering_server.cpp

@@ -2875,7 +2875,7 @@ void RenderingServer::init() {
 	GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
 
 	// Number of commands that can be drawn per frame.
-	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1"), 16384);
+	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
 
 	GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
 	GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);