Unify separate GL/GLES code paths for love’s built in matrices in shaders.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-12-28 19:32:43 -04:00
parent 80f269d252
commit 52b7b0f80d
4 changed files with 36 additions and 87 deletions
-37
View File
@@ -167,14 +167,6 @@ void OpenGL::setupContext()
createDefaultTexture();
// Invalidate the cached matrices by setting some elements to NaN.
float nan = std::numeric_limits<float>::quiet_NaN();
state.lastProjectionMatrix.setTranslation(nan, nan);
state.lastTransformMatrix.setTranslation(nan, nan);
if (GLAD_VERSION_1_0)
glMatrixMode(GL_MODELVIEW);
contextInitialized = true;
}
@@ -345,35 +337,6 @@ void OpenGL::prepareDraw()
// Make sure the active shader's love-provided uniforms are up to date.
if (Shader::current != nullptr)
Shader::current->checkSetBuiltinUniforms();
// We use glLoadMatrix rather than uniforms for our matrices when possible,
// because uniform uploads can be significantly slower than glLoadMatrix.
if (GLAD_VERSION_1_0)
{
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
const Matrix4 &curxform = gfx->getTransform();
const Matrix4 &curproj = gfx->getProjection();
const Matrix4 &lastproj = state.lastProjectionMatrix;
const Matrix4 &lastxform = state.lastTransformMatrix;
// We only need to re-upload the projection matrix if it's changed.
if (memcmp(curproj.getElements(), lastproj.getElements(), sizeof(float) * 16) != 0)
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(curproj.getElements());
glMatrixMode(GL_MODELVIEW);
state.lastProjectionMatrix = curproj;
}
// Same with the transform matrix.
if (memcmp(curxform.getElements(), lastxform.getElements(), sizeof(float) * 16) != 0)
{
glLoadMatrixf(curxform.getElements());
state.lastTransformMatrix = curxform;
}
}
}
GLenum OpenGL::getGLBufferType(BufferType type)
-3
View File
@@ -439,9 +439,6 @@ private:
GLuint defaultTexture;
Matrix4 lastProjectionMatrix;
Matrix4 lastTransformMatrix;
} state;
}; // OpenGL
+36 -40
View File
@@ -892,58 +892,54 @@ void Shader::checkSetBuiltinUniforms()
checkSetScreenParams();
// We use a more efficient method for sending transformation matrices to
// the GPU on desktop GL.
if (GLAD_ES_VERSION_2_0)
{
checkSetPointSize(gl.getPointSize());
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
const Matrix4 &curproj = gfx->getProjection();
const Matrix4 &curxform = gfx->getTransform();
const Matrix4 &curproj = gfx->getProjection();
const Matrix4 &curxform = gfx->getTransform();
bool tpmatrixneedsupdate = false;
bool tpmatrixneedsupdate = false;
// Only upload the matrices if they've changed.
if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
// Only upload the matrices if they've changed.
if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
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_NORMAL_MATRIX];
if (location >= 0)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
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_NORMAL_MATRIX];
if (location >= 0)
{
Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
}
tpmatrixneedsupdate = true;
lastTransformMatrix = curxform;
Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
}
if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
tpmatrixneedsupdate = true;
lastTransformMatrix = curxform;
}
tpmatrixneedsupdate = true;
lastProjectionMatrix = curproj;
}
if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
if (tpmatrixneedsupdate)
tpmatrixneedsupdate = true;
lastProjectionMatrix = curproj;
}
if (tpmatrixneedsupdate)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
if (location >= 0)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
if (location >= 0)
{
Matrix4 tp_matrix(curproj * curxform);
glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
}
Matrix4 tp_matrix(curproj, curxform);
glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
}
}
}
@@ -46,7 +46,6 @@ GLSL.SYNTAX = [[
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
#ifdef GL_ES
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
@@ -59,12 +58,6 @@ uniform LOVE_UNIFORM_PRECISION mat4 TransformMatrix;
uniform LOVE_UNIFORM_PRECISION mat4 ProjectionMatrix;
uniform LOVE_UNIFORM_PRECISION mat4 TransformProjectionMatrix;
uniform LOVE_UNIFORM_PRECISION mat3 NormalMatrix;
#else
#define TransformMatrix gl_ModelViewMatrix
#define ProjectionMatrix gl_ProjectionMatrix
#define TransformProjectionMatrix gl_ModelViewProjectionMatrix
#define NormalMatrix gl_NormalMatrix
#endif
uniform mediump vec4 love_ScreenSize;]]
GLSL.FUNCTIONS = [[