Change the internal constant color from a (per-draw) vertex attribute to a uniform. Pack most built-in uniforms into a single vec4 array and update them all with a single glUniform call.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2019-11-18 21:13:54 -04:00
parent 37c579929b
commit 3435a6bcbf
10 changed files with 98 additions and 172 deletions
+40 -96
View File
@@ -42,8 +42,6 @@ Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage
, builtinUniforms()
, builtinUniformInfo()
, builtinAttributes()
, canvasWasActive(false)
, lastViewport()
, lastPointSize(0.0f)
{
// load shader source and create program object
@@ -297,17 +295,8 @@ bool Shader::loadVolatile()
{
OpenGL::TempDebugGroup debuggroup("Shader load");
// Recreating the shader program will invalidate uniforms that rely on these.
canvasWasActive = false;
lastViewport = Rect();
lastPointSize = -1.0f;
// Invalidate the cached matrices by setting some elements to NaN.
float nan = std::numeric_limits<float>::quiet_NaN();
lastProjectionMatrix.setTranslation(nan, nan);
lastTransformMatrix.setTranslation(nan, nan);
// zero out active texture list
textureUnits.clear();
textureUnits.push_back(TextureUnit());
@@ -367,7 +356,6 @@ bool Shader::loadVolatile()
// make sure glUseProgram gets called.
current = nullptr;
attach();
updateBuiltinUniforms();
}
return true;
@@ -701,46 +689,6 @@ void Shader::setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *cr
}
}
void Shader::updateScreenParams()
{
Rect view = gl.getViewport();
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
bool canvasActive = gfx->isCanvasActive();
if ((view == lastViewport && canvasWasActive == canvasActive) || current != this)
return;
// In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
// This lets us flip pixcoord.y when needed, to be consistent (drawing with
// no Canvas active makes the y-values for pixel coordinates flipped.)
GLfloat params[] = {
(GLfloat) view.w, (GLfloat) view.h,
0.0f, 0.0f,
};
if (canvasActive)
{
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
params[2] = 1.0f;
params[3] = 0.0f;
}
else
{
// gl_FragCoord.y is flipped when drawing to the screen, so we un-flip:
// pixcoord.y = gl_FragCoord.y * -1.0 + height.
params[2] = -1.0f;
params[3] = (GLfloat) view.h;
}
GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE];
if (location >= 0)
glUniform4fv(location, 1, params);
canvasWasActive = canvasActive;
lastViewport = view;
}
void Shader::updatePointSize(float size)
{
if (size == lastPointSize || current != this)
@@ -753,63 +701,59 @@ void Shader::updatePointSize(float size)
lastPointSize = size;
}
void Shader::updateBuiltinUniforms()
void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH)
{
if (current != this)
return;
updateScreenParams();
if (GLAD_ES_VERSION_2_0)
updatePointSize(gl.getPointSize());
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
BuiltinUniformData data;
const Matrix4 &curproj = gfx->getProjection();
const Matrix4 &curxform = gfx->getTransform();
data.transformMatrix = gfx->getTransform();
data.projectionMatrix = gfx->getProjection();
bool tpmatrixneedsupdate = false;
// Only upload the matrices if they've changed.
if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
GLint location = builtinUniforms[BUILTIN_MATRIX_VIEW_FROM_LOCAL];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
// Also upload the re-calculated normal matrix, if possible. The normal
// matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
location = builtinUniforms[BUILTIN_MATRIX_VIEW_NORMAL_FROM_LOCAL];
if (location >= 0)
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
}
tpmatrixneedsupdate = true;
lastTransformMatrix = curxform;
}
if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_VIEW];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
tpmatrixneedsupdate = true;
lastProjectionMatrix = curproj;
}
if (tpmatrixneedsupdate)
{
GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_LOCAL];
if (location >= 0)
{
Matrix4 tp_matrix(curproj, curxform);
glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
data.normalMatrix[i].x = e[i * 3 + 0];
data.normalMatrix[i].y = e[i * 3 + 1];
data.normalMatrix[i].z = e[i * 3 + 2];
data.normalMatrix[i].w = 0.0f;
}
}
data.screenSizeParams.x = viewportW;
data.screenSizeParams.y = viewportH;
// The shader does pixcoord.y = gl_FragCoord.y * params.z + params.w.
// This lets us flip pixcoord.y when needed, to be consistent (drawing
// with no Canvas active makes the pixel coordinates y-flipped.)
if (gfx->isCanvasActive())
{
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
data.screenSizeParams.z = 1.0f;
data.screenSizeParams.w = 0.0f;
}
else
{
// gl_FragCoord.y is flipped when drawing to the screen, so we
// un-flip: pixcoord.y = gl_FragCoord.y * -1.0 + height.
data.screenSizeParams.z = -1.0f;
data.screenSizeParams.w = viewportH;
}
data.constantColor = gfx->getColor();
gammaCorrectColor(data.constantColor);
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
if (location >= 0)
glUniform4fv(location, 13, (const GLfloat *) &data);
}
std::string Shader::getGLSLVersion()