GL3/GLES3: Work around some drivers (e.g. Intel on Windows) making pixel shaders unnecessarily expensive when MRT is not used, because love declares ~8 pixel shader outputs even when only the first is used by shader code.

This commit is contained in:
Alex Szpakowski
2018-12-13 20:52:45 -04:00
parent bcc5e77632
commit 1896f82f5d
+24 -10
View File
@@ -244,10 +244,20 @@ GLSL.PIXEL = {
#if __VERSION__ >= 130
#define varying in
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_CANVAS
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#define love_Canvases gl_FragData
#ifdef LOVE_MULTI_CANVAS
#define love_Canvases gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
@@ -302,13 +312,14 @@ local function getLanguageTarget(code)
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
end
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom)
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
stage = stage:upper()
local lines = {
GLSL.VERSION[lang][gles],
"#define " ..stage .. " " .. stage,
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
GLSL.SYNTAX,
GLSL[stage].HEADER,
GLSL.UNIFORMS,
@@ -328,9 +339,9 @@ end
local function isPixelCode(code)
if code:match("vec4%s+effect%s*%(") then
return true
elseif code:match("void%s+effect%s*%(") then
-- custom effect function
return true, true
elseif code:match("void%s+effect%s*%(") then -- custom effect function
local multicanvas = code:match("love_Canvases") ~= nil
return true, true, multicanvas
else
return false
end
@@ -339,16 +350,18 @@ end
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
local vertexcode, pixelcode
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
local is_multicanvas = false
if arg1 then
if isVertexCode(arg1) then
vertexcode = arg1 -- first arg contains vertex shader code
end
local ispixel, isCustomPixel = isPixelCode(arg1)
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
if ispixel then
pixelcode = arg1 -- first arg contains pixel shader code
is_custompixel = isCustomPixel
is_multicanvas = isMultiCanvas
end
end
@@ -357,10 +370,11 @@ function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
vertexcode = arg2 -- second arg contains vertex shader code
end
local ispixel, isCustomPixel = isPixelCode(arg2)
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
if ispixel then
pixelcode = arg2 -- second arg contains pixel shader code
is_custompixel = isCustomPixel
is_multicanvas = isMultiCanvas
end
end
@@ -391,7 +405,7 @@ function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
end
if pixelcode then
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel)
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
end
return vertexcode, pixelcode