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@@ -75,6 +75,9 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
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settings_use_single_rect_fallback = false;
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settings_light_max_join_items = 16;
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+ settings_uv_contract = false;
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+ settings_uv_contract_amount = 0.0f;
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+
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stats_items_sorted = 0;
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stats_light_items_joined = 0;
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}
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@@ -165,10 +168,12 @@ int RasterizerCanvasGLES2::_batch_find_or_create_tex(const RID &p_texture, const
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if (texture) {
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new_batch_tex.tex_pixel_size.x = 1.0 / texture->width;
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new_batch_tex.tex_pixel_size.y = 1.0 / texture->height;
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+ new_batch_tex.flags = texture->flags;
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} else {
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// maybe doesn't need doing...
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new_batch_tex.tex_pixel_size.x = 1.0;
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new_batch_tex.tex_pixel_size.y = 1.0;
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+ new_batch_tex.flags = 0;
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}
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if (p_tile) {
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@@ -246,8 +251,9 @@ bool RasterizerCanvasGLES2::prefill_joined_item(FillState &r_fill_state, int &r_
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int command_count = p_item->commands.size();
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Item::Command *const *commands = p_item->commands.ptr();
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- // just a local, might be more efficient in a register (check)
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+ // locals, might be more efficient in a register (check)
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Vector2 texpixel_size = r_fill_state.texpixel_size;
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+ const float uv_epsilon = bdata.settings_uv_contract_amount;
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// checking the color for not being white makes it 92/90 times faster in the case where it is white
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bool multiply_final_modulate = false;
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@@ -382,7 +388,12 @@ bool RasterizerCanvasGLES2::prefill_joined_item(FillState &r_fill_state, int &r_
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if (change_batch) {
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// put the tex pixel size in a local (less verbose and can be a register)
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- bdata.batch_textures[r_fill_state.batch_tex_id].tex_pixel_size.to(texpixel_size);
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+ const BatchTex &batchtex = bdata.batch_textures[r_fill_state.batch_tex_id];
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+ batchtex.tex_pixel_size.to(texpixel_size);
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+
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+ if (bdata.settings_uv_contract) {
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+ r_fill_state.contract_uvs = (batchtex.flags & VS::TEXTURE_FLAG_FILTER) == 0;
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+ }
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// need to preserve texpixel_size between items
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r_fill_state.texpixel_size = texpixel_size;
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@@ -445,15 +456,34 @@ bool RasterizerCanvasGLES2::prefill_joined_item(FillState &r_fill_state, int &r_
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}
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// uvs
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- Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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+ Vector2 src_min;
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+ Vector2 src_max;
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+ if (rect->flags & CANVAS_RECT_REGION) {
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+ src_min = rect->source.position;
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+ src_max = src_min + rect->source.size;
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+
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+ src_min *= texpixel_size;
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+ src_max *= texpixel_size;
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+
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+ // nudge offset for the maximum to prevent precision error on GPU reading into line outside the source rect
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+ // this is very difficult to get right.
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+ if (r_fill_state.contract_uvs) {
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+ src_min.x += uv_epsilon;
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+ src_min.y += uv_epsilon;
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+ src_max.x -= uv_epsilon;
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+ src_max.y -= uv_epsilon;
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+ }
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+ } else {
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+ src_min = Vector2(0, 0);
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+ src_max = Vector2(1, 1);
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+ }
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// 10% faster calculating the max first
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- Vector2 pos_max = src_rect.position + src_rect.size;
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Vector2 uvs[4] = {
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- src_rect.position,
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- Vector2(pos_max.x, src_rect.position.y),
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- pos_max,
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- Vector2(src_rect.position.x, pos_max.y),
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+ src_min,
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+ Vector2(src_max.x, src_min.y),
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+ src_max,
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+ Vector2(src_min.x, src_max.y),
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};
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if (rect->flags & CANVAS_RECT_TRANSPOSE) {
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@@ -2810,7 +2840,6 @@ void RasterizerCanvasGLES2::_canvas_render_item(Item *p_ci, RenderItemState &r_r
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ci->final_modulate.b * p_modulate.b,
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ci->final_modulate.a * p_modulate.a );
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-
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state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
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@@ -3220,7 +3249,6 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
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ci->final_modulate.b * p_modulate.b,
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ci->final_modulate.a * p_modulate.a );
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-
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state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
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@@ -3346,6 +3374,11 @@ void RasterizerCanvasGLES2::initialize() {
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bdata.settings_light_max_join_items = GLOBAL_GET("rendering/batching/lights/max_join_items");
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bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/batching/options/single_rect_fallback");
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+ // alternatively only enable uv contract if pixel snap in use,
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+ // but with this enable bool, it should not be necessary
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+ bdata.settings_uv_contract = GLOBAL_GET("rendering/batching/precision/uv_contract");
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+ bdata.settings_uv_contract_amount = (float)GLOBAL_GET("rendering/batching/precision/uv_contract_amount") / 1000000.0f;
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+
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// we can use the threshold to determine whether to turn scissoring off or on
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bdata.settings_scissor_threshold = GLOBAL_GET("rendering/batching/lights/scissor_area_threshold");
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if (bdata.settings_scissor_threshold > 0.999f) {
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