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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.
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@@ -91,53 +91,23 @@ static const char render_uniforms[] = R"(
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// We *really* don't want to use mediump for these in vertex shaders though.
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
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// do it as an initializer.
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LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
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LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
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LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
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LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
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LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
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LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale;
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LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize;
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// Older GLSL doesn't support preprocessor line continuations...
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#define TransformMatrix mat4(love_UniformsPerDraw[0], love_UniformsPerDraw[1], love_UniformsPerDraw[2], love_UniformsPerDraw[3])
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#define ProjectionMatrix mat4(love_UniformsPerDraw[4], love_UniformsPerDraw[5], love_UniformsPerDraw[6], love_UniformsPerDraw[7])
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#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
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#define NormalMatrix mat3(love_UniformsPerDraw[8].xyz, love_UniformsPerDraw[9].xyz, love_UniformsPerDraw[10].xyz)
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#define CurrentDPIScale (love_UniformsPerDraw[8].w)
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#define ConstantPointSize (love_UniformsPerDraw[9].w)
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#define ConstantColor (love_UniformsPerDraw[12])
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#define love_ScreenSize (love_UniformsPerDraw[11])
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// Alternate names
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#define ViewSpaceFromLocal TransformMatrix
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#define ClipSpaceFromView ProjectionMatrix
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#define ClipSpaceFromLocal TransformProjectionMatrix
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#define ViewNormalFromLocal NormalMatrix
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void love_initializeBuiltinUniforms() {
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TransformMatrix = mat4(
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love_UniformsPerDraw[0],
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love_UniformsPerDraw[1],
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love_UniformsPerDraw[2],
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love_UniformsPerDraw[3]
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);
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ProjectionMatrix = mat4(
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love_UniformsPerDraw[4],
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love_UniformsPerDraw[5],
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love_UniformsPerDraw[6],
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love_UniformsPerDraw[7]
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);
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NormalMatrix = mat3(
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love_UniformsPerDraw[8].xyz,
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love_UniformsPerDraw[9].xyz,
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love_UniformsPerDraw[10].xyz
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);
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CurrentDPIScale = love_UniformsPerDraw[8].w;
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ConstantPointSize = love_UniformsPerDraw[9].w;
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love_ScreenSize = love_UniformsPerDraw[11];
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ConstantColor = love_UniformsPerDraw[12];
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}
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)";
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static const char global_functions[] = R"(
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@@ -274,7 +244,6 @@ varying vec4 VaryingColor;
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vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
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void main() {
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love_initializeBuiltinUniforms();
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VaryingTexCoord = VertexTexCoord;
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VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
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love_Position = position(ClipSpaceFromLocal, VertexPosition);
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@@ -285,7 +254,6 @@ static const char vertex_main_raw[] = R"(
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void vertexmain();
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void main() {
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love_initializeBuiltinUniforms();
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vertexmain();
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}
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)";
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@@ -344,7 +312,6 @@ varying mediump vec4 VaryingColor;
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vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
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void main() {
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love_initializeBuiltinUniforms();
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love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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}
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)";
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@@ -380,7 +347,6 @@ varying mediump vec4 VaryingColor;
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void effect();
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void main() {
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love_initializeBuiltinUniforms();
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effect();
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}
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)";
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@@ -389,7 +355,6 @@ static const char pixel_main_raw[] = R"(
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void pixelmain();
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void main() {
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love_initializeBuiltinUniforms();
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pixelmain();
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}
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)";
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@@ -404,7 +369,6 @@ static const char compute_header[] = R"(
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)";
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static const char compute_uniforms[] = R"(
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void love_initializeBuiltinUniforms() {}
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)";
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static const char compute_functions[] = R"()";
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@@ -413,7 +377,6 @@ static const char compute_main[] = R"(
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void computemain();
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void main() {
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love_initializeBuiltinUniforms();
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computemain();
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}
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)";
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