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Batching - Add MultiRect command
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Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.

Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.
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lawnjelly committed Mar 10, 2023
1 parent 8e7bb46 commit 910ddd1
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Showing 18 changed files with 1,134 additions and 56 deletions.
136 changes: 136 additions & 0 deletions core/fixed_array.h
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/**************************************************************************/
/* fixed_array.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/

#ifndef FIXED_ARRAY_H
#define FIXED_ARRAY_H

#include "core/local_vector.h"

// High performance fixed size array, single threaded.
// Especially useful if you need to create an array on the stack, to
// prevent dynamic allocations (especially in bottleneck code).

template <class T, uint32_t CAPACITY = 8, bool force_trivial = false, uint32_t ALIGN = 1>
class FixedArray {
static_assert(ALIGN > 0, "ALIGN must be at least 1.");
const static uint32_t UNIT_SIZE = ((sizeof(T) + ALIGN - 1) / ALIGN * ALIGN);
const static bool CONSTRUCT = !std::is_trivially_constructible<T>::value && !force_trivial;
const static bool DESTRUCT = !std::is_trivially_destructible<T>::value && !force_trivial;

uint32_t _size = 0;
uint8_t _data[CAPACITY * UNIT_SIZE];

const T &get(uint32_t p_index) const {
return *(const T *)&_data[p_index * UNIT_SIZE];
}
T &get(uint32_t p_index) {
return *(T *)&_data[p_index * UNIT_SIZE];
}

public:
uint32_t size() const { return _size; }
bool is_empty() const { return !_size; }
bool is_full() const { return _size == CAPACITY; }
uint32_t capacity() const { return CAPACITY; }

T *request(bool p_construct = true) {
if (size() < CAPACITY) {
T *ele = &get(_size++);
if (CONSTRUCT && p_construct) {
memnew_placement(ele, T);
}
return ele;
}
return nullptr;
}
void push_back(const T &p_val) {
T *mem = request(false);
ERR_FAIL_NULL(mem);
*mem = p_val;
}
void clear() {
resize(0);
}
void remove_unordered(uint32_t p_index) {
ERR_FAIL_UNSIGNED_INDEX(p_index, _size);

_size--;
if (_size > p_index) {
get(p_index) = get(_size);
}

if (DESTRUCT) {
get(_size).~T();
}
}
void resize(uint32_t p_size) {
ERR_FAIL_COND(p_size > CAPACITY);

if (DESTRUCT && (p_size < _size)) {
for (uint32_t i = p_size; i < _size; i++) {
get(i).~T();
}
}

if (CONSTRUCT && (p_size > _size)) {
for (uint32_t i = _size; i < p_size; i++) {
memnew_placement(&get(i), T);
}
}

_size = p_size;
}
const T &operator[](uint32_t p_index) const {
DEV_ASSERT(p_index < size());
return get(p_index);
}
T &operator[](uint32_t p_index) {
DEV_ASSERT(p_index < size());
return get(p_index);
}

operator Vector<T>() const {
Vector<T> ret;
if (size()) {
ret.resize(size());
T *dest = ret.ptrw();
if (ALIGN <= 1) {
memcpy(dest, _data, sizeof(T) * _size);
} else {
for (uint32_t n = 0; n < _size; n++) {
dest[n] = get(n);
}
}
}
return ret;
}
};

#endif // FIXED_ARRAY_H
4 changes: 4 additions & 0 deletions doc/classes/ProjectSettings.xml
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Expand Up @@ -1477,6 +1477,10 @@
<member name="rendering/batching/options/use_batching_in_editor" type="bool" setter="" getter="" default="true">
Switches on 2D batching within the editor.
</member>
<member name="rendering/batching/options/use_multirect" type="bool" setter="" getter="" default="true">
Allows use of the [code]MultiRect[/code] command in the Rasterizer.
This can provide some acceleration for large groups of rects, especially text and tilemaps.
</member>
<member name="rendering/batching/parameters/batch_buffer_size" type="int" setter="" getter="" default="16384">
Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.
</member>
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