Merging r6488 through r6491 from trunk to ogl-es branch

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6492 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-05-13 12:25:10 +00:00
parent 1670db617b
commit 1de0ec5459
14 changed files with 90 additions and 31 deletions

@ -11,6 +11,10 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
--------------------------
Changes in 1.9 (not yet released)
- Bugfix: SMaterialLayer::operator!= no longer returns true when comparing a layer without texture matrix with one with a set identity texture matrix. Those are the same.
- SMaterialLayer no longer releases allocated texture memory before destructor unless explicitly requested.
This can avoid constantly allocation/releasing memory in the active driver material when setting materials.
Note that it does not copy texture memory when it's unused. This is still optimized.
- Add IMeshSceneNode::setNodeRegistration to allow registering MeshSceneNodes to the SceneManager per buffer instead of per node
- Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices

@ -13,12 +13,13 @@
#include "plane3d.h"
#include "dimension2d.h"
#include "position2d.h"
#include "IMeshBuffer.h"
#include "triangle3d.h"
#include "EDriverTypes.h"
#include "EDriverFeatures.h"
#include "EPrimitiveTypes.h"
#include "SExposedVideoData.h"
#include "SOverrideMaterial.h"
#include "S3DVertex.h"
#include "SVertexIndex.h"
namespace irr
{
@ -43,6 +44,8 @@ namespace video
struct S3DVertex2TCoords;
struct S3DVertexTangents;
struct SLight;
struct SOverrideMaterial;
class SMaterial;
class IImageLoader;
class IImageWriter;
class IMaterialRenderer;

@ -51,7 +51,8 @@ namespace video
public:
//! Default constructor
SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0),
TextureMatrix(0), TextureMatrixUsed(false)
{
}
@ -84,26 +85,22 @@ namespace video
return *this;
Texture = other.Texture;
if (other.TextureMatrixUsed)
{
if (TextureMatrix)
{
if (other.TextureMatrix)
*TextureMatrix = *other.TextureMatrix;
else
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
TextureMatrix = 0;
}
}
else
{
if (other.TextureMatrix)
{
TextureMatrix = MatrixAllocator.allocate(1);
MatrixAllocator.construct(TextureMatrix,*other.TextureMatrix);
}
TextureMatrixUsed = true;
}
else
TextureMatrix = 0;
{
TextureMatrixUsed = false;
}
TextureWrapU = other.TextureWrapU;
TextureWrapV = other.TextureWrapV;
@ -124,6 +121,12 @@ namespace video
{
TextureMatrix = MatrixAllocator.allocate(1);
MatrixAllocator.construct(TextureMatrix,core::IdentityMatrix);
TextureMatrixUsed = true;
}
else if ( !TextureMatrixUsed )
{
*TextureMatrix = core::IdentityMatrix;
TextureMatrixUsed = true;
}
return *TextureMatrix;
}
@ -132,7 +135,7 @@ namespace video
/** \return Texture matrix of this layer. */
const core::matrix4& getTextureMatrix() const
{
if (TextureMatrix)
if (TextureMatrixUsed)
return *TextureMatrix;
else
return core::IdentityMatrix;
@ -151,25 +154,27 @@ namespace video
}
else
*TextureMatrix = mat;
TextureMatrixUsed = true;
}
//! Check if we have set a custom texture matrix
//! Note that otherwise we get an IdentityMatrix as default
inline bool hasSetTextureMatrix() const
{
return TextureMatrix != 0;
return TextureMatrixUsed;
}
//! Reset texture matrix to identity matrix
//! Releases memory, which is expensive, but ver rarely useful for optimizations
void resetTextureMatrix()
/** \param releaseMemory Releases also texture memory. Otherwise done in destructor */
void resetTextureMatrix(bool releaseMemory=true)
{
if ( TextureMatrix )
if ( TextureMatrix && releaseMemory)
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
TextureMatrix = 0;
}
TextureMatrixUsed = false;
}
//! Inequality operator
@ -189,8 +194,11 @@ namespace video
if (different)
return true;
else
different |= (TextureMatrix != b.TextureMatrix) &&
(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
{
different = (TextureMatrixUsed && b.TextureMatrixUsed && (*TextureMatrix != *b.TextureMatrix))
|| (TextureMatrixUsed && !b.TextureMatrixUsed && (*TextureMatrix != core::IdentityMatrix))
|| (!TextureMatrixUsed && b.TextureMatrixUsed && (core::IdentityMatrix != *b.TextureMatrix));
}
return different;
}
@ -241,6 +249,7 @@ namespace video
/** Do not access this element directly as the internal
resource management has to cope with Null pointers etc. */
core::matrix4* TextureMatrix;
bool TextureMatrixUsed; // TextureMatrix memory stays until destructor even when unused to avoid unnecessary allocation/de-allocations
};
} // end namespace video

@ -179,6 +179,7 @@
#include "SKeyMap.h"
#include "SLight.h"
#include "SMaterial.h"
#include "SOverrideMaterial.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SMeshBufferLightMap.h"

@ -76,6 +76,11 @@ public:
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
}
// Resetting after each rendering so direct calls to render() for parent node continue to work
// Assuming each pass only runs once
RenderPass = ESNRP_NONE;
ParentDoesRender = true;
}
//! Renders the node.
@ -84,10 +89,6 @@ public:
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, MeshNodeParent.getAbsoluteTransformation());
renderBuffer(driver);
// resetting each time so direct calls to render() for parent node continue to work
RenderPass = ESNRP_NONE;
ParentDoesRender = true;
}
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE

@ -9,6 +9,7 @@
#include "IVideoDriver.h"
#include "IAnimatedMesh.h"
#include "IMesh.h"
#include "IMeshBuffer.h"
#include "os.h"
#include "IGUISkin.h"

@ -11,6 +11,7 @@
#include "IWriteFile.h"
#include "IXMLWriter.h"
#include "IMesh.h"
#include "IMeshBuffer.h"
#include "IAttributes.h"
namespace irr

@ -219,7 +219,7 @@ void CMeshSceneNode::render()
}
}
if ( bufRenderNode->getRenderPass() == renderPass )
if ( bufRenderNode->getRenderPass() == renderPass || renderPass == ESNRP_NONE)
bufRenderNode->renderBuffer(driver);
}
}

@ -21,6 +21,7 @@
#include "SVertexIndex.h"
#include "SLight.h"
#include "SExposedVideoData.h"
#include "SOverrideMaterial.h"
#ifdef _MSC_VER
#pragma warning( disable: 4996)

@ -573,10 +573,14 @@ void COpenGLSLMaterialRenderer::startUseProgram()
void COpenGLSLMaterialRenderer::stopUseProgram()
{
// Not going to reset irrGlUseProgram/extGlUseProgramObject as it shouldn't really matter
// Necessary as fixed function pipeline breaks if programs are not reset to 0
if (Program)
Driver->extGlUseProgramObject(0);
if (Program2)
Driver->irrGlUseProgram(0);
// Force reset of material to ensure OnSetMaterial will be called or we can miss
// the next UseProgram call
// the next UseProgram call as stopUseProgram can be called from anywhere
Driver->DoResetRenderStates();
}

@ -5,6 +5,7 @@
#include "CParticleAnimatedMeshSceneNodeEmitter.h"
#include "IAnimatedMeshSceneNode.h"
#include "IMesh.h"
#include "IMeshBuffer.h"
#include "os.h"
namespace irr

@ -7,6 +7,7 @@
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SAnimatedMesh.h"
#include "SOverrideMaterial.h"
#include "CMeshCache.h"
#include "IXMLWriter.h"
#include "ISceneUserDataSerializer.h"

@ -71,9 +71,41 @@ static bool polygonOffset(video::E_DRIVER_TYPE type)
return result;
}
static bool testSMaterial()
{
irr::video::SMaterial a;
irr::video::SMaterial b;
// Same by default?
if ( !(a == b) )
return false;
if ( a != b )
return false;
// getting (creating) one texture matrix shouldn't change things
b.TextureLayer[0].getTextureMatrix();
if ( a != b )
return false;
// no longer same now
b.TextureLayer[0].getTextureMatrix().setTextureScale(5.f, 0.5f);
if ( a == b )
return false;
return true;
}
bool material()
{
bool result = true;
TestWithAllDrivers(polygonOffset);
if ( !testSMaterial() )
{
logTestString("testSMaterial failed\n\n");
result = false;
}
return result;
}

@ -1,4 +1,4 @@
Tests finished. 72 tests of 72 passed.
Compiled as DEBUG
Test suite pass at GMT Fri May 05 18:39:44 2023
Test suite pass at GMT Tue May 09 10:09:52 2023