Fix Compatibility Rendering (GLES3) on old and low budget devices.

Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
This commit is contained in:
Alexander Hartmann 2024-01-19 00:07:28 +01:00
parent 16d61427ca
commit e17cecf54a
8 changed files with 84 additions and 18 deletions

View file

@ -194,6 +194,11 @@ typedef void(GLAPIENTRY *DebugMessageCallbackARB)(DEBUGPROCARB callback, const v
void RasterizerGLES3::initialize() {
Engine::get_singleton()->print_header(vformat("OpenGL API %s - Compatibility - Using Device: %s - %s", RS::get_singleton()->get_video_adapter_api_version(), RS::get_singleton()->get_video_adapter_vendor(), RS::get_singleton()->get_video_adapter_name()));
// FLIP XY Bug: Are more devices affected?
// Confirmed so far: all Adreno 3xx
// ok on some tested Adreno devices: 4xx, 5xx and 6xx
flip_xy_bugfix = GLES3::Config::get_singleton()->adreno_3xx_compatibility;
}
void RasterizerGLES3::finalize() {
@ -398,8 +403,18 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
}
Vector2i screen_rect_end = p_screen_rect.get_end();
// Adreno (TM) 3xx devices have a bug that create wrong Landscape rotation of 180 degree
// Reversing both the X and Y axis is equivalent to rotating 180 degrees
bool flip_x = false;
if (flip_xy_bugfix && screen_rect_end.x > screen_rect_end.y) {
flip_y = !flip_y;
flip_x = !flip_x;
}
glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
flip_x ? screen_rect_end.x : p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y,
flip_x ? p_screen_rect.position.x : screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (read_fbo != 0) {

View file

@ -55,6 +55,7 @@ private:
float delta = 0;
double time_total = 0.0;
bool flip_xy_bugfix = false;
static bool gles_over_gl;

View file

@ -187,8 +187,31 @@ void main() {
#endif // !USE_INSTANCING
#else // !USE_ATTRIBUTES
vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
// crash on Adreno 320/330
//vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
//vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
//-----------------------------------------
// ID | 0 | 1 | 2 | 3 | 4 | 5 |
//-----------------------------------------
// X | 0.0 | 0.0 | 1.0 | 1.0 | 0.0 | 1.0 |
// Y | 0.0 | 1.0 | 1.0 | 0.0 | 0.0 | 1.0 |
//-----------------------------------------
// no crash or freeze on all Adreno 3xx with 'if / else if' and slightly faster!
int vertex_id = gl_VertexID % 6;
vec2 vertex_base;
if (vertex_id == 0)
vertex_base = vec2(0.0, 0.0);
else if (vertex_id == 1)
vertex_base = vec2(0.0, 1.0);
else if (vertex_id == 2)
vertex_base = vec2(1.0, 1.0);
else if (vertex_id == 3)
vertex_base = vec2(1.0, 0.0);
else if (vertex_id == 4)
vertex_base = vec2(0.0, 0.0);
else if (vertex_id == 5)
vertex_base = vec2(1.0, 1.0);
vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
vec4 color = read_draw_data_modulation;
@ -475,16 +498,12 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
switch (blend_mode) {
case LIGHT_FLAGS_BLEND_MODE_ADD: {
color.rgb += light_color.rgb * light_color.a;
} break;
case LIGHT_FLAGS_BLEND_MODE_SUB: {
color.rgb -= light_color.rgb * light_color.a;
} break;
case LIGHT_FLAGS_BLEND_MODE_MIX: {
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
} break;
if (blend_mode == LIGHT_FLAGS_BLEND_MODE_ADD) {
color.rgb += light_color.rgb * light_color.a;
} else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_SUB) {
color.rgb -= light_color.rgb * light_color.a;
} else if (blend_mode == LIGHT_FLAGS_BLEND_MODE_MIX) {
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
}
}

View file

@ -1200,7 +1200,10 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
vec3 spot_dir = spot_lights[idx].direction;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle));
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights[idx].cone_attenuation);
mediump float cone_attenuation = spot_lights[idx].cone_attenuation;
spot_attenuation *= 1.0 - pow(spot_rim, cone_attenuation);
vec3 color = spot_lights[idx].color;
float size_A = 0.0;

View file

@ -166,6 +166,11 @@ Config::Config() {
max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
//Adreno 3xx Compatibility
const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
//TODO: Check the number between 300 and 399(?)
adreno_3xx_compatibility = (rendering_device_name.left(13) == "Adreno (TM) 3");
}
Config::~Config() {

View file

@ -91,6 +91,8 @@ public:
bool rt_msaa_multiview_supported = false;
bool multiview_supported = false;
bool adreno_3xx_compatibility = false;
#ifdef ANDROID_ENABLED
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;

View file

@ -1673,7 +1673,24 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
mWantRenderNotification = true;
mRequestRender = true;
mRenderComplete = false;
mFinishDrawingRunnable = finishDrawing;
// fix lost old callback when continuous call requestRenderAndNotify
//
// If continuous call requestRenderAndNotify before trigger old
// callback, old callback will lose, cause VRI will wait for SV's
// draw to finish forever not calling finishDraw.
// https://android.googlesource.com/platform/frameworks/base/+/044fce0b826f2da3a192aac56785b5089143e693%5E%21/
//+++++++++++++++++++++++++++++++++++++++++++++++++++
final Runnable oldCallback = mFinishDrawingRunnable;
mFinishDrawingRunnable = () -> {
if (oldCallback != null) {
oldCallback.run();
}
if (finishDrawing != null) {
finishDrawing.run();
}
};
//----------------------------------------------------
sGLThreadManager.notifyAll();
}

View file

@ -66,11 +66,15 @@ public class RegularContextFactory implements GLSurfaceView.EGLContextFactory {
GLUtils.checkEglError(TAG, "Before eglCreateContext", egl);
EGLContext context;
int[] debug_attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, _EGL_CONTEXT_FLAGS_KHR, _EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
if (mUseDebugOpengl) {
int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, _EGL_CONTEXT_FLAGS_KHR, _EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, EGL10.EGL_NONE };
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, debug_attrib_list);
if (context == null || context == EGL10.EGL_NO_CONTEXT) {
Log.w(TAG, "creating 'OpenGL Debug' context failed");
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
}
} else {
int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
}
GLUtils.checkEglError(TAG, "After eglCreateContext", egl);