GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
This commit is contained in:
parent
6f884cc884
commit
02ffc59270
5 changed files with 163 additions and 147 deletions
|
|
@ -489,161 +489,164 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
|
|||
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
||||
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
|
||||
|
||||
//use a more compatible workaround, as this does not fail on nvidia
|
||||
#ifdef GLES_OVER_GL
|
||||
//more compatible
|
||||
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
||||
// On some widespread Nvidia cards, the normal draw method can produce some
|
||||
// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
|
||||
// See GH-9913.
|
||||
// To work it around, we use a simpler draw method which does not flicker, but gives
|
||||
// a non negligible performance hit, so it's opt-in (GH-24466).
|
||||
if (use_nvidia_rect_workaround) {
|
||||
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
||||
|
||||
if (state.canvas_shader.bind()) {
|
||||
_set_uniforms();
|
||||
state.canvas_shader.use_material((void *)p_material);
|
||||
}
|
||||
if (state.canvas_shader.bind()) {
|
||||
_set_uniforms();
|
||||
state.canvas_shader.use_material((void *)p_material);
|
||||
}
|
||||
|
||||
Vector2 points[4] = {
|
||||
r->rect.position,
|
||||
r->rect.position + Vector2(r->rect.size.x, 0.0),
|
||||
r->rect.position + r->rect.size,
|
||||
r->rect.position + Vector2(0.0, r->rect.size.y),
|
||||
};
|
||||
|
||||
if (r->rect.size.x < 0) {
|
||||
SWAP(points[0], points[1]);
|
||||
SWAP(points[2], points[3]);
|
||||
}
|
||||
if (r->rect.size.y < 0) {
|
||||
SWAP(points[0], points[3]);
|
||||
SWAP(points[1], points[2]);
|
||||
}
|
||||
|
||||
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
|
||||
|
||||
if (texture) {
|
||||
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
||||
|
||||
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
||||
|
||||
Vector2 uvs[4] = {
|
||||
src_rect.position,
|
||||
src_rect.position + Vector2(src_rect.size.x, 0.0),
|
||||
src_rect.position + src_rect.size,
|
||||
src_rect.position + Vector2(0.0, src_rect.size.y),
|
||||
Vector2 points[4] = {
|
||||
r->rect.position,
|
||||
r->rect.position + Vector2(r->rect.size.x, 0.0),
|
||||
r->rect.position + r->rect.size,
|
||||
r->rect.position + Vector2(0.0, r->rect.size.y),
|
||||
};
|
||||
|
||||
if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
||||
SWAP(uvs[1], uvs[3]);
|
||||
if (r->rect.size.x < 0) {
|
||||
SWAP(points[0], points[1]);
|
||||
SWAP(points[2], points[3]);
|
||||
}
|
||||
if (r->rect.size.y < 0) {
|
||||
SWAP(points[0], points[3]);
|
||||
SWAP(points[1], points[2]);
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_H) {
|
||||
SWAP(uvs[0], uvs[1]);
|
||||
SWAP(uvs[2], uvs[3]);
|
||||
}
|
||||
if (r->flags & CANVAS_RECT_FLIP_V) {
|
||||
SWAP(uvs[0], uvs[3]);
|
||||
SWAP(uvs[1], uvs[2]);
|
||||
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
|
||||
|
||||
if (texture) {
|
||||
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
||||
|
||||
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
||||
|
||||
Vector2 uvs[4] = {
|
||||
src_rect.position,
|
||||
src_rect.position + Vector2(src_rect.size.x, 0.0),
|
||||
src_rect.position + src_rect.size,
|
||||
src_rect.position + Vector2(0.0, src_rect.size.y),
|
||||
};
|
||||
|
||||
if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
||||
SWAP(uvs[1], uvs[3]);
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_H) {
|
||||
SWAP(uvs[0], uvs[1]);
|
||||
SWAP(uvs[2], uvs[3]);
|
||||
}
|
||||
if (r->flags & CANVAS_RECT_FLIP_V) {
|
||||
SWAP(uvs[0], uvs[3]);
|
||||
SWAP(uvs[1], uvs[2]);
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
||||
|
||||
bool untile = false;
|
||||
|
||||
if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
untile = true;
|
||||
}
|
||||
|
||||
_draw_gui_primitive(4, points, NULL, uvs);
|
||||
|
||||
if (untile) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
} else {
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
|
||||
_draw_gui_primitive(4, points, NULL, NULL);
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
||||
|
||||
bool untile = false;
|
||||
|
||||
if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
untile = true;
|
||||
}
|
||||
|
||||
_draw_gui_primitive(4, points, NULL, uvs);
|
||||
|
||||
if (untile) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
} else {
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
|
||||
_draw_gui_primitive(4, points, NULL, NULL);
|
||||
// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
|
||||
_bind_quad_buffer();
|
||||
|
||||
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
|
||||
|
||||
if (state.canvas_shader.bind()) {
|
||||
_set_uniforms();
|
||||
state.canvas_shader.use_material((void *)p_material);
|
||||
}
|
||||
|
||||
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
|
||||
|
||||
if (!tex) {
|
||||
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
|
||||
|
||||
if (dst_rect.size.width < 0) {
|
||||
dst_rect.position.x += dst_rect.size.width;
|
||||
dst_rect.size.width *= -1;
|
||||
}
|
||||
if (dst_rect.size.height < 0) {
|
||||
dst_rect.position.y += dst_rect.size.height;
|
||||
dst_rect.size.height *= -1;
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
} else {
|
||||
|
||||
bool untile = false;
|
||||
|
||||
if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
untile = true;
|
||||
}
|
||||
|
||||
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
|
||||
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
||||
|
||||
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
|
||||
|
||||
if (dst_rect.size.width < 0) {
|
||||
dst_rect.position.x += dst_rect.size.width;
|
||||
dst_rect.size.width *= -1;
|
||||
}
|
||||
if (dst_rect.size.height < 0) {
|
||||
dst_rect.position.y += dst_rect.size.height;
|
||||
dst_rect.size.height *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_H) {
|
||||
src_rect.size.x *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_V) {
|
||||
src_rect.size.y *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
||||
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
if (untile) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
#else
|
||||
//disabled because it fails on buggy nvidia drivers
|
||||
_bind_quad_buffer();
|
||||
|
||||
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
|
||||
|
||||
if (state.canvas_shader.bind()) {
|
||||
_set_uniforms();
|
||||
state.canvas_shader.use_material((void *)p_material);
|
||||
}
|
||||
|
||||
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
|
||||
|
||||
if (!tex) {
|
||||
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
|
||||
|
||||
if (dst_rect.size.width < 0) {
|
||||
dst_rect.position.x += dst_rect.size.width;
|
||||
dst_rect.size.width *= -1;
|
||||
}
|
||||
if (dst_rect.size.height < 0) {
|
||||
dst_rect.position.y += dst_rect.size.height;
|
||||
dst_rect.size.height *= -1;
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
} else {
|
||||
|
||||
bool untile = false;
|
||||
|
||||
if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
untile = true;
|
||||
}
|
||||
|
||||
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
|
||||
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
||||
|
||||
Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
|
||||
|
||||
if (dst_rect.size.width < 0) {
|
||||
dst_rect.position.x += dst_rect.size.width;
|
||||
dst_rect.size.width *= -1;
|
||||
}
|
||||
if (dst_rect.size.height < 0) {
|
||||
dst_rect.position.y += dst_rect.size.height;
|
||||
dst_rect.size.height *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_H) {
|
||||
src_rect.size.x *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_FLIP_V) {
|
||||
src_rect.size.y *= -1;
|
||||
}
|
||||
|
||||
if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
||||
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
||||
}
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
||||
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
||||
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
if (untile) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
#endif
|
||||
} break;
|
||||
|
||||
case Item::Command::TYPE_NINEPATCH: {
|
||||
|
|
@ -1856,4 +1859,10 @@ void RasterizerCanvasGLES2::finalize() {
|
|||
}
|
||||
|
||||
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
|
||||
#ifdef GLES_OVER_GL
|
||||
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
|
||||
#else
|
||||
// Not needed (a priori) on GLES devices
|
||||
use_nvidia_rect_workaround = false;
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -102,6 +102,8 @@ public:
|
|||
|
||||
RasterizerStorageGLES2 *storage;
|
||||
|
||||
bool use_nvidia_rect_workaround;
|
||||
|
||||
virtual RID light_internal_create();
|
||||
virtual void light_internal_update(RID p_rid, Light *p_light);
|
||||
virtual void light_internal_free(RID p_rid);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue