Potential optimization for built-in uniform access in shader code.

Assigning to and accessing extra shader variables can increase VGPR / wave-variant register usage in shaders, which is often a limiting factor for performance in non-trivial shaders. Accessing the uniforms directly should bypass that.
This commit is contained in:
slime
2022-08-25 18:17:31 -03:00
parent 48b791eb3e
commit 96820749ad
+10 -47
View File
@@ -91,53 +91,23 @@ static const char render_uniforms[] = R"(
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
// do it as an initializer.
LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale;
LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize;
// Older GLSL doesn't support preprocessor line continuations...
#define TransformMatrix mat4(love_UniformsPerDraw[0], love_UniformsPerDraw[1], love_UniformsPerDraw[2], love_UniformsPerDraw[3])
#define ProjectionMatrix mat4(love_UniformsPerDraw[4], love_UniformsPerDraw[5], love_UniformsPerDraw[6], love_UniformsPerDraw[7])
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
#define NormalMatrix mat3(love_UniformsPerDraw[8].xyz, love_UniformsPerDraw[9].xyz, love_UniformsPerDraw[10].xyz)
#define CurrentDPIScale (love_UniformsPerDraw[8].w)
#define ConstantPointSize (love_UniformsPerDraw[9].w)
#define ConstantColor (love_UniformsPerDraw[12])
#define love_ScreenSize (love_UniformsPerDraw[11])
// Alternate names
#define ViewSpaceFromLocal TransformMatrix
#define ClipSpaceFromView ProjectionMatrix
#define ClipSpaceFromLocal TransformProjectionMatrix
#define ViewNormalFromLocal NormalMatrix
void love_initializeBuiltinUniforms() {
TransformMatrix = mat4(
love_UniformsPerDraw[0],
love_UniformsPerDraw[1],
love_UniformsPerDraw[2],
love_UniformsPerDraw[3]
);
ProjectionMatrix = mat4(
love_UniformsPerDraw[4],
love_UniformsPerDraw[5],
love_UniformsPerDraw[6],
love_UniformsPerDraw[7]
);
NormalMatrix = mat3(
love_UniformsPerDraw[8].xyz,
love_UniformsPerDraw[9].xyz,
love_UniformsPerDraw[10].xyz
);
CurrentDPIScale = love_UniformsPerDraw[8].w;
ConstantPointSize = love_UniformsPerDraw[9].w;
love_ScreenSize = love_UniformsPerDraw[11];
ConstantColor = love_UniformsPerDraw[12];
}
)";
static const char global_functions[] = R"(
@@ -274,7 +244,6 @@ varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
love_initializeBuiltinUniforms();
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
love_Position = position(ClipSpaceFromLocal, VertexPosition);
@@ -285,7 +254,6 @@ static const char vertex_main_raw[] = R"(
void vertexmain();
void main() {
love_initializeBuiltinUniforms();
vertexmain();
}
)";
@@ -344,7 +312,6 @@ varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_initializeBuiltinUniforms();
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
)";
@@ -380,7 +347,6 @@ varying mediump vec4 VaryingColor;
void effect();
void main() {
love_initializeBuiltinUniforms();
effect();
}
)";
@@ -389,7 +355,6 @@ static const char pixel_main_raw[] = R"(
void pixelmain();
void main() {
love_initializeBuiltinUniforms();
pixelmain();
}
)";
@@ -404,7 +369,6 @@ static const char compute_header[] = R"(
)";
static const char compute_uniforms[] = R"(
void love_initializeBuiltinUniforms() {}
)";
static const char compute_functions[] = R"()";
@@ -413,7 +377,6 @@ static const char compute_main[] = R"(
void computemain();
void main() {
love_initializeBuiltinUniforms();
computemain();
}
)";