Merge pull request #68738 from lawnjelly/faster_canvas_item

[3.x] Canvas item hierarchical culling
This commit is contained in:
Rémi Verschelde
2023-06-27 08:40:22 +02:00
committed by GitHub
19 changed files with 858 additions and 20 deletions

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@@ -484,6 +484,7 @@ public:
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }
uint32_t skeleton_get_revision(RID p_skeleton) const { return 0; }
void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {}
/* Light API */

View File

@@ -35,6 +35,8 @@
#include "rasterizer_canvas_gles2.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/shader_language.h"
#include "servers/visual/visual_server_canvas.h"
#include "servers/visual/visual_server_globals.h"
GLuint RasterizerStorageGLES2::system_fbo = 0;
@@ -3772,6 +3774,20 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_NULL(skeleton);
ERR_FAIL_COND(!p_canvas_item.is_valid());
if (p_attach) {
skeleton->linked_canvas_items.push_back(p_canvas_item);
} else {
int64_t found = skeleton->linked_canvas_items.find(p_canvas_item);
ERR_FAIL_COND(found == -1);
skeleton->linked_canvas_items.remove_unordered(found);
}
}
uint32_t RasterizerStorageGLES2::skeleton_get_revision(RID p_skeleton) const {
const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
@@ -4101,6 +4117,23 @@ void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<
}
void RasterizerStorageGLES2::update_dirty_skeletons() {
// 2D Skeletons always need to update the polygons so they
// know the bounds have changed.
// TODO : Could we have a separate list for 2D only?
SelfList<Skeleton> *ele = skeleton_update_list.first();
while (ele) {
Skeleton *skeleton = ele->self();
int num_linked = skeleton->linked_canvas_items.size();
for (int n = 0; n < num_linked; n++) {
const RID &rid = skeleton->linked_canvas_items[n];
VSG::canvas->_canvas_item_skeleton_moved(rid);
}
ele = ele->next();
}
if (config.use_skeleton_software) {
return;
}

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@@ -903,6 +903,7 @@ public:
Set<RasterizerScene::InstanceBase *> instances;
Transform2D base_transform_2d;
LocalVector<RID> linked_canvas_items;
Skeleton() :
use_2d(false),
@@ -928,6 +929,7 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach);
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);

View File

@@ -37,6 +37,8 @@
#include "main/main.h"
#include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
#include "servers/visual/visual_server_canvas.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual_server.h"
#if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED)
@@ -5314,6 +5316,20 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES3::skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_NULL(skeleton);
ERR_FAIL_COND(!p_canvas_item.is_valid());
if (p_attach) {
skeleton->linked_canvas_items.push_back(p_canvas_item);
} else {
int64_t found = skeleton->linked_canvas_items.find(p_canvas_item);
ERR_FAIL_COND(found == -1);
skeleton->linked_canvas_items.remove_unordered(found);
}
}
uint32_t RasterizerStorageGLES3::skeleton_get_revision(RID p_skeleton) const {
const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
@@ -5321,6 +5337,24 @@ uint32_t RasterizerStorageGLES3::skeleton_get_revision(RID p_skeleton) const {
}
void RasterizerStorageGLES3::update_dirty_skeletons() {
// 2D Skeletons always need to update the polygons so they
// know the bounds have changed.
// TODO : Could we have a separate list for 2D only?
SelfList<Skeleton> *ele = skeleton_update_list.first();
while (ele) {
Skeleton *skeleton = ele->self();
int num_linked = skeleton->linked_canvas_items.size();
for (int n = 0; n < num_linked; n++) {
const RID &rid = skeleton->linked_canvas_items[n];
VSG::canvas->_canvas_item_skeleton_moved(rid);
}
ele = ele->next();
}
// TODO : Is this update necessary for 2D software skinning?
glActiveTexture(GL_TEXTURE0);
while (skeleton_update_list.first()) {

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@@ -926,7 +926,9 @@ public:
GLuint texture;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
Transform2D base_transform_2d;
LocalVector<RID> linked_canvas_items;
Skeleton() :
use_2d(false),
@@ -952,6 +954,7 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach);
/* Light API */