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Merge pull request #30898 from clayjohn/max-lights-reflections

Add project setting for max lights and reflections in GLES3
Rémi Verschelde 6 years ago
parent
commit
639127de09

+ 6 - 0
doc/classes/ProjectSettings.xml

@@ -724,6 +724,12 @@
 		<member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter="" default="2048">
 			Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
 		</member>
+		<member name="rendering/limits/rendering/max_renderable_lights" type="int" setter="" getter="" default="4096">
+			Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
+		</member>
+		<member name="rendering/limits/rendering/max_renderable_reflections" type="int" setter="" getter="" default="1024">
+			Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
+		</member>
 		<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="65536">
 			Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
 		</member>

+ 8 - 4
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2824,7 +2824,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
 
 	for (int i = 0; i < p_light_cull_count; i++) {
 
-		ERR_BREAK(i >= RenderList::MAX_LIGHTS);
+		ERR_BREAK(i >= render_list.max_lights);
 
 		LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
 
@@ -4189,7 +4189,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 	for (int i = 0; i < p_light_cull_count; i++) {
 
-		ERR_BREAK(i >= RenderList::MAX_LIGHTS);
+		ERR_BREAK(i >= render_list.max_lights);
 
 		LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
 		if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
@@ -5064,6 +5064,10 @@ void RasterizerSceneGLES3::initialize() {
 
 	render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1"));
+	render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS);
+	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1"));
+	render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS);
+	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1"));
 
 	{
 		//quad buffers
@@ -5158,7 +5162,7 @@ void RasterizerSceneGLES3::initialize() {
 		glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size);
 		const int ubo_light_size = 160;
 		state.ubo_light_size = ubo_light_size;
-		state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size);
+		state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size);
 
 		state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
 		state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
@@ -5183,7 +5187,7 @@ void RasterizerSceneGLES3::initialize() {
 		state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n");
 		state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");
 
-		state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
+		state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO));
 
 		state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);
 

+ 6 - 2
drivers/gles3/rasterizer_scene_gles3.h

@@ -669,8 +669,8 @@ public:
 			SORT_FLAG_SKELETON = 1,
 			SORT_FLAG_INSTANCING = 2,
 			MAX_DIRECTIONAL_LIGHTS = 16,
-			MAX_LIGHTS = 4096,
-			MAX_REFLECTIONS = 1024,
+			DEFAULT_MAX_LIGHTS = 4096,
+			DEFAULT_MAX_REFLECTIONS = 1024,
 
 			SORT_KEY_PRIORITY_SHIFT = 56,
 			SORT_KEY_PRIORITY_MASK = 0xFF,
@@ -701,6 +701,8 @@ public:
 		};
 
 		int max_elements;
+		int max_lights;
+		int max_reflections;
 
 		struct Element {
 
@@ -813,6 +815,8 @@ public:
 		RenderList() {
 
 			max_elements = DEFAULT_MAX_ELEMENTS;
+			max_lights = DEFAULT_MAX_LIGHTS;
+			max_reflections = DEFAULT_MAX_REFLECTIONS;
 		}
 
 		~RenderList() {