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community
godot
Commits
4f4e46ed
Commit
4f4e46ed
authored
Jan 22, 2019
by
Juan Linietsky
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Implement unpacking for compressed vertex formats on GLES2 when not supported, fixes #22957
parent
42ce497e
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Showing
5 changed files
with
262 additions
and
6 deletions
+262
-6
rasterizer_storage_gles2.cpp
drivers/gles2/rasterizer_storage_gles2.cpp
+218
-1
rasterizer_storage_gles2.h
drivers/gles2/rasterizer_storage_gles2.h
+1
-0
canvas.glsl
drivers/gles2/shaders/canvas.glsl
+20
-0
cubemap_filter.glsl
drivers/gles2/shaders/cubemap_filter.glsl
+6
-2
scene.glsl
drivers/gles2/shaders/scene.glsl
+17
-3
No files found.
drivers/gles2/rasterizer_storage_gles2.cpp
View file @
4f4e46ed
...
...
@@ -1715,8 +1715,205 @@ RID RasterizerStorageGLES2::mesh_create() {
return
mesh_owner
.
make_rid
(
mesh
);
}
static
float
Float16ToFloat
(
short
fltInt16
)
{
int
fltInt32
=
((
fltInt16
&
0x8000
)
<<
16
);
fltInt32
|=
((
fltInt16
&
0x7fff
)
<<
13
)
+
0x38000000
;
float
fRet
;
memcpy
(
&
fRet
,
&
fltInt32
,
sizeof
(
float
));
return
fRet
;
}
static
PoolVector
<
uint8_t
>
_unpack_half_floats
(
const
PoolVector
<
uint8_t
>
&
array
,
uint32_t
&
format
,
int
p_vertices
)
{
uint32_t
p_format
=
format
;
static
int
src_size
[
VS
::
ARRAY_MAX
];
static
int
dst_size
[
VS
::
ARRAY_MAX
];
static
int
to_convert
[
VS
::
ARRAY_MAX
];
int
src_stride
=
0
;
int
dst_stride
=
0
;
for
(
int
i
=
0
;
i
<
VS
::
ARRAY_MAX
;
i
++
)
{
to_convert
[
i
]
=
0
;
if
(
!
(
p_format
&
(
1
<<
i
)))
{
src_size
[
i
]
=
0
;
dst_size
[
i
]
=
0
;
continue
;
}
switch
(
i
)
{
case
VS
:
:
ARRAY_VERTEX
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_VERTEX
)
{
if
(
p_format
&
VS
::
ARRAY_FLAG_USE_2D_VERTICES
)
{
src_size
[
i
]
=
4
;
dst_size
[
i
]
=
8
;
to_convert
[
i
]
=
2
;
}
else
{
src_size
[
i
]
=
8
;
dst_size
[
i
]
=
12
;
to_convert
[
i
]
=
3
;
}
format
&=
~
VS
::
ARRAY_COMPRESS_VERTEX
;
}
else
{
if
(
p_format
&
VS
::
ARRAY_FLAG_USE_2D_VERTICES
)
{
src_size
[
i
]
=
8
;
dst_size
[
i
]
=
8
;
}
else
{
src_size
[
i
]
=
12
;
dst_size
[
i
]
=
12
;
}
}
}
break
;
case
VS
:
:
ARRAY_NORMAL
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_NORMAL
)
{
src_size
[
i
]
=
4
;
dst_size
[
i
]
=
4
;
}
else
{
src_size
[
i
]
=
12
;
dst_size
[
i
]
=
12
;
}
}
break
;
case
VS
:
:
ARRAY_TANGENT
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_TANGENT
)
{
src_size
[
i
]
=
4
;
dst_size
[
i
]
=
4
;
}
else
{
src_size
[
i
]
=
16
;
dst_size
[
i
]
=
16
;
}
}
break
;
case
VS
:
:
ARRAY_COLOR
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_COLOR
)
{
src_size
[
i
]
=
4
;
dst_size
[
i
]
=
4
;
}
else
{
src_size
[
i
]
=
16
;
dst_size
[
i
]
=
16
;
}
}
break
;
case
VS
:
:
ARRAY_TEX_UV
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_TEX_UV
)
{
src_size
[
i
]
=
4
;
to_convert
[
i
]
=
2
;
format
&=
~
VS
::
ARRAY_COMPRESS_TEX_UV
;
}
else
{
src_size
[
i
]
=
8
;
}
dst_size
[
i
]
=
8
;
}
break
;
case
VS
:
:
ARRAY_TEX_UV2
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_TEX_UV2
)
{
src_size
[
i
]
=
4
;
to_convert
[
i
]
=
2
;
format
&=
~
VS
::
ARRAY_COMPRESS_TEX_UV2
;
}
else
{
src_size
[
i
]
=
8
;
}
dst_size
[
i
]
=
8
;
}
break
;
case
VS
:
:
ARRAY_BONES
:
{
if
(
p_format
&
VS
::
ARRAY_FLAG_USE_16_BIT_BONES
)
{
src_size
[
i
]
=
8
;
dst_size
[
i
]
=
8
;
}
else
{
src_size
[
i
]
=
4
;
dst_size
[
i
]
=
4
;
}
}
break
;
case
VS
:
:
ARRAY_WEIGHTS
:
{
if
(
p_format
&
VS
::
ARRAY_COMPRESS_WEIGHTS
)
{
src_size
[
i
]
=
8
;
dst_size
[
i
]
=
8
;
}
else
{
src_size
[
i
]
=
16
;
dst_size
[
i
]
=
16
;
}
}
break
;
case
VS
:
:
ARRAY_INDEX
:
{
src_size
[
i
]
=
0
;
dst_size
[
i
]
=
0
;
}
break
;
}
src_stride
+=
src_size
[
i
];
dst_stride
+=
dst_size
[
i
];
}
PoolVector
<
uint8_t
>
ret
;
ret
.
resize
(
p_vertices
*
dst_stride
);
PoolVector
<
uint8_t
>::
Read
r
=
array
.
read
();
PoolVector
<
uint8_t
>::
Write
w
=
ret
.
write
();
int
src_offset
=
0
;
int
dst_offset
=
0
;
for
(
int
i
=
0
;
i
<
VS
::
ARRAY_MAX
;
i
++
)
{
if
(
src_size
[
i
]
==
0
)
{
continue
;
//no go
}
const
uint8_t
*
rptr
=
r
.
ptr
();
uint8_t
*
wptr
=
w
.
ptr
();
if
(
to_convert
[
i
])
{
//converting
for
(
int
j
=
0
;
j
<
p_vertices
;
j
++
)
{
const
uint16_t
*
src
=
(
const
uint16_t
*
)
&
rptr
[
src_stride
*
j
+
src_offset
];
float
*
dst
=
(
float
*
)
&
wptr
[
dst_stride
*
j
+
dst_offset
];
for
(
int
k
=
0
;
k
<
to_convert
[
i
];
k
++
)
{
dst
[
k
]
=
Math
::
half_to_float
(
src
[
k
]);
}
}
}
else
{
//just copy
for
(
int
j
=
0
;
j
<
p_vertices
;
j
++
)
{
for
(
int
k
=
0
;
k
<
src_size
[
i
];
k
++
)
{
wptr
[
dst_stride
*
j
+
dst_offset
+
k
]
=
rptr
[
src_stride
*
j
+
src_offset
+
k
];
}
}
}
src_offset
+=
src_size
[
i
];
dst_offset
+=
dst_size
[
i
];
}
r
=
PoolVector
<
uint8_t
>::
Read
();
w
=
PoolVector
<
uint8_t
>::
Write
();
return
ret
;
}
void
RasterizerStorageGLES2
::
mesh_add_surface
(
RID
p_mesh
,
uint32_t
p_format
,
VS
::
PrimitiveType
p_primitive
,
const
PoolVector
<
uint8_t
>
&
p_array
,
int
p_vertex_count
,
const
PoolVector
<
uint8_t
>
&
p_index_array
,
int
p_index_count
,
const
AABB
&
p_aabb
,
const
Vector
<
PoolVector
<
uint8_t
>
>
&
p_blend_shapes
,
const
Vector
<
AABB
>
&
p_bone_aabbs
)
{
PoolVector
<
uint8_t
>
array
=
p_array
;
Mesh
*
mesh
=
mesh_owner
.
getornull
(
p_mesh
);
ERR_FAIL_COND
(
!
mesh
);
...
...
@@ -1735,6 +1932,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
Surface
::
Attrib
attribs
[
VS
::
ARRAY_MAX
];
int
stride
=
0
;
bool
uses_half_float
=
false
;
for
(
int
i
=
0
;
i
<
VS
::
ARRAY_MAX
;
i
++
)
{
...
...
@@ -1763,6 +1961,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if
(
p_format
&
VS
::
ARRAY_COMPRESS_VERTEX
)
{
attribs
[
i
].
type
=
_GL_HALF_FLOAT_OES
;
stride
+=
attribs
[
i
].
size
*
2
;
uses_half_float
=
true
;
}
else
{
attribs
[
i
].
type
=
GL_FLOAT
;
stride
+=
attribs
[
i
].
size
*
4
;
...
...
@@ -1823,6 +2022,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if
(
p_format
&
VS
::
ARRAY_COMPRESS_TEX_UV
)
{
attribs
[
i
].
type
=
_GL_HALF_FLOAT_OES
;
stride
+=
4
;
uses_half_float
=
true
;
}
else
{
attribs
[
i
].
type
=
GL_FLOAT
;
stride
+=
8
;
...
...
@@ -1838,6 +2038,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if
(
p_format
&
VS
::
ARRAY_COMPRESS_TEX_UV2
)
{
attribs
[
i
].
type
=
_GL_HALF_FLOAT_OES
;
stride
+=
4
;
uses_half_float
=
true
;
}
else
{
attribs
[
i
].
type
=
GL_FLOAT
;
stride
+=
8
;
...
...
@@ -1900,6 +2101,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
//validate sizes
PoolVector
<
uint8_t
>
array
=
p_array
;
int
array_size
=
stride
*
p_vertex_count
;
int
index_array_size
=
0
;
...
...
@@ -1931,6 +2133,15 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
ERR_FAIL_COND
(
array
.
size
()
!=
array_size
);
if
(
!
config
.
support_half_float_vertices
&&
uses_half_float
)
{
uint32_t
new_format
=
p_format
;
PoolVector
<
uint8_t
>
unpacked_array
=
_unpack_half_floats
(
array
,
new_format
,
p_vertex_count
);
mesh_add_surface
(
p_mesh
,
new_format
,
p_primitive
,
unpacked_array
,
p_vertex_count
,
p_index_array
,
p_index_count
,
p_aabb
,
p_blend_shapes
,
p_bone_aabbs
);
return
;
//do not go any further, above function used unpacked stuff will be used instead.
}
if
(
p_format
&
VS
::
ARRAY_FORMAT_INDEX
)
{
index_array_size
=
attribs
[
VS
::
ARRAY_INDEX
].
stride
*
p_index_count
;
...
...
@@ -4679,6 +4890,12 @@ void RasterizerStorageGLES2::initialize() {
config
.
support_write_depth
=
config
.
extensions
.
has
(
"GL_EXT_frag_depth"
);
#endif
#ifdef JAVASCRIPT_ENABLED
config
.
support_half_float_vertices
=
false
;
#else
//every other platform, be it mobile or desktop, supports this (even if not in the GLES2 spec).
config
.
support_half_float_vertices
=
true
;
#endif
frame
.
count
=
0
;
frame
.
delta
=
0
;
...
...
drivers/gles2/rasterizer_storage_gles2.h
View file @
4f4e46ed
...
...
@@ -81,6 +81,7 @@ public:
bool
support_32_bits_indices
;
bool
support_write_depth
;
bool
support_half_float_vertices
;
}
config
;
struct
Resources
{
...
...
drivers/gles2/shaders/canvas.glsl
View file @
4f4e46ed
...
...
@@ -215,6 +215,26 @@ VERTEX_SHADER_CODE
/* clang-format off */
[
fragment
]
#ifndef USE_GLES_OVER_GL
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
#endif
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
#endif
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
...
...
drivers/gles2/shaders/cubemap_filter.glsl
View file @
4f4e46ed
...
...
@@ -25,6 +25,8 @@ void main() {
/* clang-format off */
[
fragment
]
#ifndef USE_GLES_OVER_GL
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
...
...
@@ -36,8 +38,10 @@ void main() {
#endif
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord)
#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
#endif
#ifdef USE_GLES_OVER_GL
...
...
drivers/gles2/shaders/scene.glsl
View file @
4f4e46ed
...
...
@@ -655,13 +655,27 @@ VERTEX_SHADER_CODE
/* clang-format off */
[
fragment
]
#ifndef USE_GLES_OVER_GL
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
#endif
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
#ifndef GL_ARB_shader_texture_lod
#define texture2DLod(img, coord, lod) texture2D(img, coord)
#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#endif
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
...
...
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