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synced 2026-08-16 16:20:42 +02:00
Remove NormalMatrix shader uniform.
It doesn't provide much value given its costs. It also didn't work properly with auto-batched draws.
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@@ -92,10 +92,10 @@ static const char render_uniforms[] = R"(
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[11];
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw2[1];
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#else
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[14];
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[12];
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#endif
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// Older GLSL doesn't support preprocessor line continuations...
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@@ -103,26 +103,23 @@ uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[14];
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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].x)
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#define ConstantPointSize (love_UniformsPerDraw[8].y)
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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 love_ClipSpaceParams (love_UniformsPerDraw[9])
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#define love_ClipSpaceParams (love_UniformsPerDraw[11])
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#define ConstantColor (love_UniformsPerDraw[12])
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#define ConstantColor (love_UniformsPerDraw[10])
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#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
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#define love_ScreenSize (love_UniformsPerDraw2[0])
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#else
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#define love_ScreenSize (love_UniformsPerDraw[13])
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#define love_ScreenSize (love_UniformsPerDraw[11])
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#endif
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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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)";
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static const char global_functions[] = R"(
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@@ -599,7 +596,7 @@ static Shader::EntryPoint getComputeEntryPoint(const std::string &src, const std
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} // glsl
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static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 14, "Update the array in wrap_GraphicsShader.lua if this changes.");
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static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 12, "Update the array in wrap_GraphicsShader.lua if this changes.");
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love::Type Shader::type("Shader", &Object::type);
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@@ -185,7 +185,7 @@ public:
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{
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Matrix4 transformMatrix;
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Matrix4 projectionMatrix;
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Vector4 normalMatrix[3]; // 3x3 matrix padded to an array of 3 vector4s.
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Vector4 scaleParams;
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Vector4 clipSpaceParams;
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Colorf constantColor;
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@@ -1116,25 +1116,8 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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builtins->transformMatrix = getTransform();
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builtins->projectionMatrix = getDeviceProjection();
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// The normal matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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{
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Matrix3 normalmatrix = Matrix3(builtins->transformMatrix).transposedInverse();
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const float *e = normalmatrix.getElements();
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for (int i = 0; i < 3; i++)
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{
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builtins->normalMatrix[i].x = e[i * 3 + 0];
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builtins->normalMatrix[i].y = e[i * 3 + 1];
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builtins->normalMatrix[i].z = e[i * 3 + 2];
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builtins->normalMatrix[i].w = 0.0f;
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}
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}
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// Store DPI scale in an unused component of another vector.
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builtins->normalMatrix[0].w = (float) getCurrentDPIScale();
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// Same with point size.
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builtins->normalMatrix[1].w = getPointSize();
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builtins->scaleParams.x = = (float) getCurrentDPIScale();
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builtins->scaleParams.y = getPointSize();
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uint32 flags = Shader::CLIP_TRANSFORM_Z_NEG1_1_TO_0_1;
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builtins->clipSpaceParams = Shader::computeClipSpaceParams(flags);
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@@ -774,25 +774,8 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
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data.transformMatrix = gfx->getTransform();
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data.projectionMatrix = gfx->getDeviceProjection();
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// The normal matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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{
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Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
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const float *e = normalmatrix.getElements();
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for (int i = 0; i < 3; i++)
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{
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data.normalMatrix[i].x = e[i * 3 + 0];
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data.normalMatrix[i].y = e[i * 3 + 1];
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data.normalMatrix[i].z = e[i * 3 + 2];
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data.normalMatrix[i].w = 0.0f;
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}
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}
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// Store DPI scale in an unused component of another vector.
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data.normalMatrix[0].w = (float) gfx->getCurrentDPIScale();
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// Same with point size.
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data.normalMatrix[1].w = gfx->getPointSize();
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data.scaleParams.x = (float) gfx->getCurrentDPIScale();
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data.scaleParams.y = gfx->getPointSize();
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// Users expect to work with y-up NDC, y-down pixel coordinates and textures
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// (see graphics/Shader.h).
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@@ -840,7 +823,7 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
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{
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GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
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if (location >= 0)
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glUniform4fv(location, 13, (const GLfloat *) &data);
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glUniform4fv(location, 11, (const GLfloat *) &data);
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GLint location2 = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW_2];
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if (location2 >= 0)
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glUniform4fv(location2, 1, (const GLfloat *) &data.screenSizeParams);
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@@ -849,7 +832,7 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
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{
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GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
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if (location >= 0)
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glUniform4fv(location, 14, (const GLfloat *) &data);
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glUniform4fv(location, 12, (const GLfloat *) &data);
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}
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}
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@@ -1409,25 +1409,8 @@ graphics::Shader::BuiltinUniformData Graphics::getCurrentBuiltinUniformData()
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data.transformMatrix = getTransform();
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data.projectionMatrix = getDeviceProjection();
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// The normal matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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{
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Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
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const float *e = normalmatrix.getElements();
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for (int i = 0; i < 3; i++)
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{
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data.normalMatrix[i].x = e[i * 3 + 0];
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data.normalMatrix[i].y = e[i * 3 + 1];
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data.normalMatrix[i].z = e[i * 3 + 2];
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data.normalMatrix[i].w = 0.0f;
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}
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}
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// Store DPI scale in an unused component of another vector.
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data.normalMatrix[0].w = (float)getCurrentDPIScale();
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// Same with point size.
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data.normalMatrix[1].w = getPointSize();
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data.scaleParams.x = (float) getCurrentDPIScale();
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data.scaleParams.y = getPointSize();;
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// Flip y to convert input y-up [-1, 1] to vulkan's y-down [-1, 1].
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// Convert input z [-1, 1] to vulkan [0, 1].
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