Remove NormalMatrix shader uniform.

It doesn't provide much value given its costs. It also didn't work properly with auto-batched draws.
This commit is contained in:
Sasha Szpakowski
2024-06-17 20:57:28 -03:00
parent e180b256b8
commit bfc4212f30
5 changed files with 17 additions and 71 deletions
+8 -11
View File
@@ -92,10 +92,10 @@ static const char render_uniforms[] = R"(
// 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.
#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[11];
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw2[1];
#else
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[14];
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[12];
#endif
// Older GLSL doesn't support preprocessor line continuations...
@@ -103,26 +103,23 @@ uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[14];
#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].x)
#define ConstantPointSize (love_UniformsPerDraw[8].y)
#define CurrentDPIScale (love_UniformsPerDraw[8].w)
#define ConstantPointSize (love_UniformsPerDraw[9].w)
#define love_ClipSpaceParams (love_UniformsPerDraw[9])
#define love_ClipSpaceParams (love_UniformsPerDraw[11])
#define ConstantColor (love_UniformsPerDraw[12])
#define ConstantColor (love_UniformsPerDraw[10])
#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
#define love_ScreenSize (love_UniformsPerDraw2[0])
#else
#define love_ScreenSize (love_UniformsPerDraw[13])
#define love_ScreenSize (love_UniformsPerDraw[11])
#endif
// Alternate names
#define ViewSpaceFromLocal TransformMatrix
#define ClipSpaceFromView ProjectionMatrix
#define ClipSpaceFromLocal TransformProjectionMatrix
#define ViewNormalFromLocal NormalMatrix
)";
static const char global_functions[] = R"(
@@ -599,7 +596,7 @@ static Shader::EntryPoint getComputeEntryPoint(const std::string &src, const std
} // glsl
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 14, "Update the array in wrap_GraphicsShader.lua if this changes.");
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 12, "Update the array in wrap_GraphicsShader.lua if this changes.");
love::Type Shader::type("Shader", &Object::type);
+1 -1
View File
@@ -185,7 +185,7 @@ public:
{
Matrix4 transformMatrix;
Matrix4 projectionMatrix;
Vector4 normalMatrix[3]; // 3x3 matrix padded to an array of 3 vector4s.
Vector4 scaleParams;
Vector4 clipSpaceParams;
Colorf constantColor;
+2 -19
View File
@@ -1116,25 +1116,8 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
builtins->transformMatrix = getTransform();
builtins->projectionMatrix = getDeviceProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(builtins->transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
builtins->normalMatrix[i].x = e[i * 3 + 0];
builtins->normalMatrix[i].y = e[i * 3 + 1];
builtins->normalMatrix[i].z = e[i * 3 + 2];
builtins->normalMatrix[i].w = 0.0f;
}
}
// Store DPI scale in an unused component of another vector.
builtins->normalMatrix[0].w = (float) getCurrentDPIScale();
// Same with point size.
builtins->normalMatrix[1].w = getPointSize();
builtins->scaleParams.x = = (float) getCurrentDPIScale();
builtins->scaleParams.y = getPointSize();
uint32 flags = Shader::CLIP_TRANSFORM_Z_NEG1_1_TO_0_1;
builtins->clipSpaceParams = Shader::computeClipSpaceParams(flags);
+4 -21
View File
@@ -774,25 +774,8 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
data.transformMatrix = gfx->getTransform();
data.projectionMatrix = gfx->getDeviceProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
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;
}
}
// Store DPI scale in an unused component of another vector.
data.normalMatrix[0].w = (float) gfx->getCurrentDPIScale();
// Same with point size.
data.normalMatrix[1].w = gfx->getPointSize();
data.scaleParams.x = (float) gfx->getCurrentDPIScale();
data.scaleParams.y = gfx->getPointSize();
// Users expect to work with y-up NDC, y-down pixel coordinates and textures
// (see graphics/Shader.h).
@@ -840,7 +823,7 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
{
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
if (location >= 0)
glUniform4fv(location, 13, (const GLfloat *) &data);
glUniform4fv(location, 11, (const GLfloat *) &data);
GLint location2 = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW_2];
if (location2 >= 0)
glUniform4fv(location2, 1, (const GLfloat *) &data.screenSizeParams);
@@ -849,7 +832,7 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
{
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
if (location >= 0)
glUniform4fv(location, 14, (const GLfloat *) &data);
glUniform4fv(location, 12, (const GLfloat *) &data);
}
}
+2 -19
View File
@@ -1409,25 +1409,8 @@ graphics::Shader::BuiltinUniformData Graphics::getCurrentBuiltinUniformData()
data.transformMatrix = getTransform();
data.projectionMatrix = getDeviceProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
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;
}
}
// Store DPI scale in an unused component of another vector.
data.normalMatrix[0].w = (float)getCurrentDPIScale();
// Same with point size.
data.normalMatrix[1].w = getPointSize();
data.scaleParams.x = (float) getCurrentDPIScale();
data.scaleParams.y = getPointSize();;
// Flip y to convert input y-up [-1, 1] to vulkan's y-down [-1, 1].
// Convert input z [-1, 1] to vulkan [0, 1].