godot/drivers/gles2/rasterizer_canvas_gles2.h
Marcin Zawiejski bd5ff205b2 Revert "Batch GLES2 draw calls"
This reverts commit f55039b194.

The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00

130 lines
5.0 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZERCANVASGLES2_H
#define RASTERIZERCANVASGLES2_H
#include "rasterizer_storage_gles2.h"
#include "servers/visual/rasterizer.h"
#include "shaders/canvas.glsl.gen.h"
// #include "shaders/canvas_shadow.glsl.gen.h"
class RasterizerSceneGLES2;
class RasterizerCanvasGLES2 : public RasterizerCanvas {
public:
struct Uniforms {
Transform projection_matrix;
Transform2D modelview_matrix;
Transform2D extra_matrix;
Color final_modulate;
float time;
};
struct Data {
GLuint canvas_quad_vertices;
GLuint polygon_buffer;
GLuint polygon_index_buffer;
uint32_t polygon_buffer_size;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;
} data;
struct State {
Uniforms uniforms;
bool canvas_texscreen_used;
CanvasShaderGLES2 canvas_shader;
// CanvasShadowShaderGLES3 canvas_shadow_shader;
bool using_texture_rect;
bool using_ninepatch;
RID current_tex;
RID current_normal;
RasterizerStorageGLES2::Texture *current_tex_ptr;
Transform vp;
} state;
typedef void Texture;
RasterizerSceneGLES2 *scene_render;
RasterizerStorageGLES2 *storage;
virtual RID light_internal_create();
virtual void light_internal_update(RID p_rid, Light *p_light);
virtual void light_internal_free(RID p_rid);
void _set_uniforms();
virtual void canvas_begin();
virtual void canvas_end();
_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
virtual void reset_canvas();
RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
void _bind_quad_buffer();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
void initialize();
void finalize();
virtual void draw_window_margins(int *black_margin, RID *black_image);
RasterizerCanvasGLES2();
};
#endif // RASTERIZERCANVASGLES2_H