Merge pull request #39068 from lawnjelly/kessel_settings_rename
Rename batching project settings in preparation for GLES3
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@ -3339,30 +3339,35 @@ void RasterizerCanvasGLES2::_calculate_scissor_threshold_area() {
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void RasterizerCanvasGLES2::initialize() {
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RasterizerCanvasBaseGLES2::initialize();
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bdata.settings_use_batching = GLOBAL_GET("rendering/gles2/batching/use_batching");
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bdata.settings_max_join_item_commands = GLOBAL_GET("rendering/gles2/batching/max_join_item_commands");
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bdata.settings_colored_vertex_format_threshold = GLOBAL_GET("rendering/gles2/batching/colored_vertex_format_threshold");
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bdata.settings_item_reordering_lookahead = GLOBAL_GET("rendering/gles2/batching/item_reordering_lookahead");
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bdata.settings_light_max_join_items = GLOBAL_GET("rendering/gles2/batching/light_max_join_items");
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bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/gles2/batching/single_rect_fallback");
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bdata.settings_use_batching = GLOBAL_GET("rendering/batching/options/use_batching");
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bdata.settings_max_join_item_commands = GLOBAL_GET("rendering/batching/parameters/max_join_item_commands");
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bdata.settings_colored_vertex_format_threshold = GLOBAL_GET("rendering/batching/parameters/colored_vertex_format_threshold");
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bdata.settings_item_reordering_lookahead = GLOBAL_GET("rendering/batching/parameters/item_reordering_lookahead");
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bdata.settings_light_max_join_items = GLOBAL_GET("rendering/batching/lights/max_join_items");
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bdata.settings_use_single_rect_fallback = GLOBAL_GET("rendering/batching/options/single_rect_fallback");
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// we can use the threshold to determine whether to turn scissoring off or on
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bdata.settings_scissor_threshold = GLOBAL_GET("rendering/gles2/batching/light_scissor_area_threshold");
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bdata.settings_scissor_threshold = GLOBAL_GET("rendering/batching/lights/scissor_area_threshold");
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if (bdata.settings_scissor_threshold > 0.999f) {
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bdata.settings_scissor_lights = false;
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} else {
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bdata.settings_scissor_lights = true;
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// apply power of 4 relationship for the area, as most of the important changes
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// will be happening at low values of scissor threshold
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bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
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bdata.settings_scissor_threshold *= bdata.settings_scissor_threshold;
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}
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// The sweet spot on my desktop for cache is actually smaller than the max, and this
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// is the default. This saves memory too so we will use it for now, needs testing to see whether this varies according
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// to device / platform.
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bdata.settings_batch_buffer_num_verts = GLOBAL_GET("rendering/gles2/batching/batch_buffer_size");
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bdata.settings_batch_buffer_num_verts = GLOBAL_GET("rendering/batching/parameters/batch_buffer_size");
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// override the use_batching setting in the editor
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// (note that if the editor can't start, you can't change the use_batching project setting!)
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if (Engine::get_singleton()->is_editor_hint()) {
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bool use_in_editor = GLOBAL_GET("rendering/gles2/debug/use_batching_in_editor");
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bool use_in_editor = GLOBAL_GET("rendering/batching/options/use_batching_in_editor");
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bdata.settings_use_batching = use_in_editor;
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// fix some settings in the editor, as the performance not worth the risk
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@ -3383,7 +3388,7 @@ void RasterizerCanvasGLES2::initialize() {
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// This should not be used except during development.
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// make a note of the original choice in case we are flashing on and off the batching
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bdata.settings_use_batching_original_choice = bdata.settings_use_batching;
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bdata.settings_flash_batching = GLOBAL_GET("rendering/gles2/debug/flash_batching");
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bdata.settings_flash_batching = GLOBAL_GET("rendering/batching/debug/flash_batching");
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if (!bdata.settings_use_batching) {
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// no flash when batching turned off
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bdata.settings_flash_batching = false;
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@ -3392,7 +3397,7 @@ void RasterizerCanvasGLES2::initialize() {
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// frame diagnosis. print out the batches every nth frame
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bdata.settings_diagnose_frame = false;
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if (!Engine::get_singleton()->is_editor_hint() && bdata.settings_use_batching) {
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bdata.settings_diagnose_frame = GLOBAL_GET("rendering/gles2/debug/diagnose_frame");
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bdata.settings_diagnose_frame = GLOBAL_GET("rendering/batching/debug/diagnose_frame");
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}
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// the maximum num quads in a batch is limited by GLES2. We can have only 16 bit indices,
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